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csqc casings
[divverent/nexuiz.git] / data / qcsrc / client / gibs.qc
1 void SUB_RemoveOnNoImpact()
2 {
3         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
4                 remove(self);
5 }
6
7 void Gib_Touch()
8 {
9         // TODO maybe bounce of walls, make more gibs, etc.
10
11         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
12         {
13                 remove(self);
14                 return;
15         }
16         
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);
19
20         remove(self);
21 }
22
23 void Gib_Draw()
24 {
25         vector oldorg;
26         oldorg = self.origin;
27
28         Movetype_Physics(FALSE);
29         
30         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
31                 trailparticles(self, particleeffectnum("TR_SLIGHTBLOOD"), oldorg, self.origin);
32         else
33                 trailparticles(self, particleeffectnum("TR_BLOOD"), oldorg, self.origin);
34
35         self.renderflags = 0;
36         self.alpha = bound(0, self.nextthink - time, 1);
37
38         if(self.alpha == 0)
39                 remove(self);
40         else
41                 R_AddEntity(self);
42 }
43
44 void TossGib (string mdlname, vector org, vector v, float destroyontouch)
45 {
46         entity gib;
47
48         // TODO remove some gibs according to cl_nogibs
49         
50         gib = spawn();
51         gib.classname = "gib";
52         gib.move_movetype = MOVETYPE_BOUNCE;
53         gib.gravity = 1;
54         gib.solid = SOLID_CORPSE;
55
56         setmodel (gib, mdlname); // precision set above
57
58         setsize (gib, '-8 -8 -8', '8 8 8');
59
60         gib.draw = Gib_Draw;
61         if(destroyontouch)
62                 gib.move_touch = Gib_Touch;
63         else
64                 gib.move_touch = SUB_RemoveOnNoImpact;
65
66         gib.move_origin = gib.origin = org;
67         gib.move_velocity = v + randomvec();
68         gib.move_avelocity = randomvec() * vlen(gib.move_velocity);
69         gib.move_time = time;
70         gib.damageforcescale = 3.5;
71
72         gib.nextthink = time + 12 + random () * 4;
73 }
74
75 void Ent_GibSplash()
76 {
77         float amount, type, isgentle;
78         vector org, vel, mi, ma;
79
80         float c, gibfactor, randomvalue;
81
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());
90
91         isgentle = (type & 0x80 || cvar("cl_gentle"));
92         type = type & 0x7F;
93
94         gibfactor = 1 - cvar("cl_nogibs");
95         if(gibfactor <= 0)
96                 return;
97         
98         amount *= gibfactor;
99
100         if(cvar("ekg"))
101                 amount *= 5;
102
103         if(type == 1) // full gibbage
104         {
105                 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
106
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);
112
113                 for(c = 0; c < amount; ++c)
114                 {
115                         randomvalue = amount - c;
116                                 
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);
129
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);
139                 }
140         }
141         else if(type == 2) // just blood
142         {
143                 pointparticles(particleeffectnum("blood"), org, vel, amount);
144         }
145         else if(type == 3) // single gib
146         {
147                 if(random() < amount)
148                         TossGib ("models/gibs/chunk.mdl", org, vel, 1);
149         }
150 }
151
152 void GibSplash_Precache()
153 {
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");
162 }