]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/damage.qc
get rid of the v_flipped toggle
[divverent/nexuiz.git] / data / qcsrc / client / damage.qc
1 void Ent_DamageInfo()
2 {
3         float hittype, dmg, rad, edge, thisdmg, forcemul;
4         vector force, org, thisforce;
5         entity oldself;
6
7         oldself = self;
8
9         hittype = ReadShort();
10         org_x = ReadCoord();
11         org_y = ReadCoord();
12         org_z = ReadCoord();
13
14         dmg = ReadByte();
15         rad = ReadByte();
16         edge = ReadByte();
17         force = decompressShortVector(ReadShort());
18
19         if(rad < 0)
20         {
21                 rad = -rad;
22                 forcemul = -1;
23         }
24         else
25                 forcemul = 1;
26
27         for(self = findradius(org, rad); self; self = self.chain)
28         {
29                 if(rad)
30                 {
31                         thisdmg = vlen(self.origin - org) / rad;
32                         if(thisdmg >= 1)
33                                 continue;
34                         if(dmg)
35                         {
36                                 thisdmg = dmg + (edge - dmg) * thisdmg;
37                                 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - org);
38                         }
39                         else
40                         {
41                                 thisdmg = 0;
42                                 thisforce = forcemul * vlen(force) * normalize(self.origin - org);
43                         }
44                 }
45                 else
46                 {
47                         thisdmg = dmg;
48                         thisforce = forcemul * force;
49                 }
50
51                 if(self.damageforcescale)
52                         if(vlen(thisforce))
53                         {
54                                 self.move_velocity = self.move_velocity + self.damageforcescale * thisforce;
55                                 self.move_flags &~= FL_ONGROUND;
56                         }
57
58                 if(self.event_damage)
59                         self.event_damage(thisdmg, hittype, org, thisforce);
60         }
61
62         self = oldself;
63
64         setorigin(self, org); // for sound() calls
65
66         // TODO spawn particle effects and sounds based on hittype
67         
68         if(!DEATH_ISSPECIAL(hittype))
69         {
70                 float hitwep, secondary, bounce, headshot;
71                 vector org2, backoff;
72                 float r;
73
74                 hitwep = DEATH_WEAPONOFWEAPONDEATH(hittype);
75                 secondary = hittype & HITTYPE_SECONDARY;
76                 bounce = hittype & HITTYPE_BOUNCE;
77                 headshot = hittype & HITTYPE_HEADSHOT;
78                 r = prandom();
79
80                 traceline(org - normalize(force) * 16, org + normalize(force) * 16, MOVE_NOMONSTERS, world);
81                 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
82                         backoff = trace_plane_normal;
83                 else
84                         backoff = -1 * normalize(force);
85
86                 switch(hitwep)
87                 {
88                         case WEP_LASER:
89                                 org2 = org + backoff * 6;
90                                 pointparticles(particleeffectnum("laser_impact"), org2, backoff * 1000, 1);
91                                 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
92                                 break;
93                         case WEP_SHOTGUN:
94                                 org2 = org + backoff * 2;
95                                 pointparticles(particleeffectnum("shotgun_impact"), org2, backoff * 1000, 1);
96                                 if(r < 0.05)
97                                         sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
98                                 else if(r < 0.1)
99                                         sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
100                                 else if(r < 0.2)
101                                         sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
102                                 break;
103                         case WEP_UZI:
104                                 org2 = org + backoff * 2;
105                                 pointparticles(particleeffectnum("machinegun_impact"), org2, backoff * 1000, 1);
106                                 if(r < 0.05)
107                                         sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
108                                 else if(r < 0.1)
109                                         sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
110                                 else if(r < 0.2)
111                                         sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
112                                 break;
113                         case WEP_GRENADE_LAUNCHER:
114                                 org2 = org + backoff * 12;
115                                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
116                                 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
117                                 break;
118                         case WEP_ELECTRO:
119                                 org2 = org + backoff * 6;
120                                 if(secondary)
121                                 {
122                                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
123                                         sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
124                                 }
125                                 else
126                                 {
127                                         if(bounce)
128                                         {
129                                                 // this is sent as "primary bounce" to distinguish it from secondary bounced balls
130                                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
131                                                 sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
132                                         }
133                                         else
134                                         {
135                                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
136                                                 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
137                                         }
138                                 }
139                                 break;
140                         case WEP_CRYLINK:
141                                 org2 = org + backoff * 2;
142                                 if(secondary)
143                                 {
144                                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
145                                         sound (self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
146                                 }
147                                 else
148                                 {
149                                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
150                                         sound (self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
151                                 }
152                                 break;
153                         case WEP_NEX:
154                                 org2 = org + backoff * 6;
155                                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
156                                 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
157                                 break;
158                         case WEP_HAGAR:
159                                 org2 = org + backoff * 6;
160                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
161                                 if (r<0.15)
162                                         sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
163                                 else if (r<0.7)
164                                         sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
165                                 else
166                                         sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
167                                 break;
168                         case WEP_ROCKET_LAUNCHER:
169                                 org2 = org + backoff * 12;
170                                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
171                                 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
172                                 break;
173                         case WEP_PORTO:
174                                 print("Since when does Porto send DamageInfo?\n");
175                                 break;
176                         case WEP_MINSTANEX:
177                                 org2 = org + backoff * 6;
178                                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
179                                 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
180                                 break;
181                         case WEP_HOOK:
182                                 org2 = org + backoff * 2;
183                                 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
184                                 sound (self, CHAN_PROJECTILE, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
185                                 break;
186                         case WEP_SEEKER:
187                                 org2 = org + backoff * 6;
188                                 if(secondary)
189                                 {
190                                         pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
191                                         if (r<0.15)
192                                                 sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
193                                         else if (r<0.7)
194                                                 sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
195                                         else
196                                                 sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
197                                 }
198                                 else
199                                 {
200                                         if(bounce)
201                                         {
202                                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
203                                                 if (r<0.15)
204                                                         sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
205                                                 else if (r<0.7)
206                                                         sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
207                                                 else
208                                                         sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
209                                         }
210                                         else if(headshot)
211                                         {
212                                                 sound (self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
213                                         }
214                                         else
215                                         {
216                                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
217                                                 if (r<0.15)
218                                                         sound (self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
219                                                 else if (r<0.7)
220                                                         sound (self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
221                                                 else
222                                                         sound (self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
223                                         }
224                                 }
225                                 break;
226                         case WEP_HLAC:
227                                 org2 = org + backoff * 6;
228                                 pointparticles(particleeffectnum("laser_impact"), org2, backoff * 1000, 1);
229                                 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
230                                 break;
231                         case WEP_CAMPINGRIFLE:
232                                 org2 = org + backoff * 2;
233                                 pointparticles(particleeffectnum("machinegun_impact"), org2, backoff * 1000, 1);
234                                 if(r < 0.2)
235                                         sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
236                                 else if(r < 0.4)
237                                         sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
238                                 else if(r < 0.5)
239                                         sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
240                                 break;
241                         default:
242                                 dprint("Unhandled damage of weapon ", ftos(hitwep), "\n");
243                                 break;
244                 }
245         }
246 }
247
248 void DamageInfo_Precache()
249 {
250         precache_sound("weapons/crylink_impact2.wav");
251         precache_sound("weapons/crylink_impact.wav");
252         precache_sound("weapons/electro_impact.wav");
253         precache_sound("weapons/electro_impact_combo.wav");
254         precache_sound("weapons/flacexp1.wav");
255         precache_sound("weapons/flacexp2.wav");
256         precache_sound("weapons/flacexp3.wav");
257         precache_sound("weapons/grenade_impact.wav");
258         precache_sound("weapons/hagexp1.wav");
259         precache_sound("weapons/hagexp2.wav");
260         precache_sound("weapons/hagexp3.wav");
261         precache_sound("weapons/hookbomb_impact.wav");
262         precache_sound("weapons/laserimpact.wav");
263         precache_sound("weapons/neximpact.wav");
264         precache_sound ("weapons/ric1.wav");
265         precache_sound ("weapons/ric2.wav");
266         precache_sound ("weapons/ric3.wav");
267         precache_sound("weapons/rocket_impact.wav");
268         precache_sound("weapons/seekerexp1.wav");
269         precache_sound("weapons/seekerexp2.wav");
270         precache_sound("weapons/seekerexp3.wav");
271         precache_sound("weapons/tagexp1.wav");
272         precache_sound("weapons/tagexp2.wav");
273         precache_sound("weapons/tagexp3.wav");
274         precache_sound("weapons/tag_impact.wav");
275 }