X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_violence.qc;h=34d384c2833ad502a2c164992e2d68ac57481e35;hb=e52c92b8ba22924be19d8458fb1dd0cb7cfe11c7;hp=ce8ca83d96455f015a078746d33d3beaa4bd0dd7;hpb=a2766979ef719a1251d8a80c7059009b4a90cef9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index ce8ca83d9..34d384c28 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -25,6 +25,14 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker)) e.state |= 0x40; // "silence" bit 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.enemy); + else + e.team = num_for_edict(self); + setorigin(e, org); e.velocity = dir; @@ -37,63 +45,3 @@ void Violence_GibSplash(entity source, float type, float amount, entity attacker { Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker); } - -float Violence_DamageEffect_SendEntity(entity to, float sf) -{ - WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); - WriteByte(MSG_ENTITY, self.cnt); // the damage weapon - WriteByte(MSG_ENTITY, self.state); // species - WriteCoord(MSG_ENTITY, floor(self.origin_x)); - WriteCoord(MSG_ENTITY, floor(self.origin_y)); - WriteCoord(MSG_ENTITY, floor(self.origin_z)); - return TRUE; -} - -void Violence_DamageEffect(entity pl, float type) -{ - entity e; - - e = spawn(); - e.classname = "weapondamage"; - e.cnt = type; - e.state |= 8 * pl.species; // gib type, ranges from 0 to 15 - setorigin(e, pl.origin); - - Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); -} - -.float lifetime; -.float player_damageeffect_active; - -void Violence_DamageEffect_DoRepeat() -{ - if(time > self.lifetime) - { - self.owner.player_damageeffect_active = FALSE; - self.nextthink = 0; - remove(self); - return; - } - - Violence_DamageEffect(self.owner, self.cnt); - self.nextthink = time + autocvar_sv_damageeffect_tick; -} - -void Violence_DamageEffect_SetRepeat(entity pl, float type) -{ - // return if we already have a damage effect active, else too many damage effects get spammed - if(pl.player_damageeffect_active) - return; - - entity repeater; - repeater = spawn(); - repeater.classname = "weapondamage_repeater"; - repeater.owner = pl; - repeater.origin = pl.origin; - repeater.cnt = type; - repeater.lifetime = time + autocvar_sv_damageeffect_lifetime; - repeater.think = Violence_DamageEffect_DoRepeat; - repeater.nextthink = time; - - pl.player_damageeffect_active = TRUE; -}