1 void SUB_RemoveOnNoImpact()
3 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
9 // TODO maybe bounce of walls, make more gibs, etc.
11 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
17 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(random() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
18 pointparticles(particleeffectnum("blood"), self.origin + '0 0 1', '0 0 30', 10);
28 Movetype_Physics(FALSE);
30 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
31 trailparticles(self, particleeffectnum("TR_SLIGHTBLOOD"), oldorg, self.origin);
33 trailparticles(self, particleeffectnum("TR_BLOOD"), oldorg, self.origin);
36 self.alpha = bound(0, self.nextthink - time, 1);
44 void TossGib (string mdlname, vector org, vector v, float destroyontouch)
48 // TODO remove some gibs according to cl_nogibs
51 gib.classname = "gib";
52 gib.move_movetype = MOVETYPE_BOUNCE;
54 gib.solid = SOLID_CORPSE;
56 setmodel (gib, mdlname); // precision set above
58 setsize (gib, '-8 -8 -8', '8 8 8');
62 gib.move_touch = Gib_Touch;
64 gib.move_touch = SUB_RemoveOnNoImpact;
66 gib.move_origin = gib.origin = org;
67 gib.move_velocity = v + randomvec();
68 gib.move_avelocity = randomvec() * vlen(gib.move_velocity);
70 gib.damageforcescale = 3.5;
72 gib.nextthink = time + 12 + random () * 4;
77 float amount, type, isgentle;
78 vector org, vel, mi, ma;
80 float c, gibfactor, randomvalue;
82 type = ReadByte(); // gibbage type
83 amount = ReadByte() / 16.0; // gibbage amount
84 org_x = ReadShort() * 4 + 2;
85 org_y = ReadShort() * 4 + 2;
86 org_z = ReadShort() * 4 + 2;
87 vel = decompressShortVector(ReadShort());
88 mi = decompressShortVector(ReadShort());
89 ma = decompressShortVector(ReadShort());
91 isgentle = (type & 0x80 || cvar("cl_gentle"));
94 gibfactor = 1 - cvar("cl_nogibs");
103 if(type == 1) // full gibbage
105 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
107 if(random() < amount)
108 TossGib("models/gibs/eye.md3", org, vel + randomvec() * 150, 0);
109 te_bloodshower(org + mi, org + ma, 1200, 1000 * amount);
110 if(random() < amount)
111 TossGib("models/gibs/bloodyskull.md3", org, vel + randomvec() * 100, 0);
113 for(c = 0; c < amount; ++c)
115 randomvalue = amount - c;
117 if(random() < randomvalue)
118 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
119 if(random() < randomvalue)
120 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
121 if(random() < randomvalue)
122 TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel + randomvec() * (random() * 120 + 80),0);
123 if(random() < randomvalue)
124 TossGib ("models/gibs/smallchest.md3", org, vel + randomvec() * (random() * 120 + 80),0);
125 if(random() < randomvalue)
126 TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel + randomvec() * (random() * 120 + 85),0);
127 if(random() < randomvalue)
128 TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel + randomvec() * (random() * 120 + 85),0);
130 // these splat on impact
131 if(random() < randomvalue)
132 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
133 if(random() < randomvalue)
134 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
135 if(random() < randomvalue)
136 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
137 if(random() < randomvalue)
138 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
141 else if(type == 2) // just blood
143 pointparticles(particleeffectnum("blood"), org, vel, amount);
145 else if(type == 3) // single gib
147 if(random() < amount)
148 TossGib ("models/gibs/chunk.mdl", org, vel, 1);
152 void GibSplash_Precache()
154 precache_model("models/gibs/chunk.mdl");
155 precache_model("models/gibs/leg1.md3");
156 precache_model("models/gibs/leg2.md3");
157 precache_model("models/gibs/chest.md3");
158 precache_model("models/gibs/smallchest.md3");
159 precache_model("models/gibs/arm.md3");
160 precache_model("models/gibs/bloodyskull.md3");
161 precache_model("models/gibs/eye.md3");