WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
WriteByte(MSG_ENTITY, self.state); // actually type
WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
- WriteByte(MSG_ENTITY, self.team); // player num
WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
e.state |= 8 * self.species; // gib type, ranges from 0 to 15
// if this is a copied dead body, send the num of its player instead
+ // TODO: remove this field, read from model txt files
if(self.classname == "body")
- e.team = num_for_edict(self.owner);
+ e.team = num_for_edict(self.enemy);
else
e.team = num_for_edict(self);
{
Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
}
-
-// damage effect
-
-float Violence_DamageEffect_SendEntity(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
- WriteByte(MSG_ENTITY, self.cnt); // damage amount
- WriteByte(MSG_ENTITY, self.weapon); // damage weapon
- WriteByte(MSG_ENTITY, self.state); // player species
- WriteByte(MSG_ENTITY, self.team); // player entnum
- return TRUE;
-}
-
-void Violence_DamageEffect(entity pl, float damage, float type)
-{
- if(sv_gentle || !type)
- return; // return if gentle mode is enabled or the damage was not caused by a weapon
-
- entity e;
- e = spawn();
- e.cnt = damage;
- e.weapon = type;
- e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
-
- // if this is a copied dead body, send the num of its player instead
- if(pl.classname == "body")
- e.team = num_for_edict(pl.owner);
- else
- e.team = num_for_edict(pl);
-
- Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}