3 // TODO maybe bounce of walls, make more gibs, etc.
5 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(random() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
6 pointparticles(particleeffectnum("blood"), self.origin + '0 0 1', '0 0 30', 10);
16 Movetype_Physics(FALSE);
18 trailparticles(self, particleeffectnum("TR_BLOOD"), oldorg, self.origin);
21 self.alpha = bound(0, self.nextthink - time, 1);
29 void TossGib (string mdlname, vector org, vector v, float destroyontouch)
33 // TODO remove some gibs according to cl_nogibs
36 gib.classname = "gib";
37 gib.move_movetype = MOVETYPE_BOUNCE;
39 gib.solid = SOLID_CORPSE;
41 setmodel (gib, mdlname); // precision set above
43 setsize (gib, '-8 -8 -8', '8 8 8');
47 gib.move_touch = Gib_Touch;
49 gib.move_origin = org;
50 gib.move_velocity = v + randomvec();
51 gib.move_avelocity = randomvec() * vlen(gib.move_velocity);
53 gib.damageforcescale = 3.5;
55 gib.nextthink = time + 12 + random () * 4;
60 float amount, type, isgentle;
61 vector org, vel, mi, ma;
63 float c, gibfactor, randomvalue;
65 amount = ReadByte() / 16.0; // gibbage amount
66 type = ReadByte(); // gibbage type
67 org_x = ReadShort() * 4 + 2;
68 org_y = ReadShort() * 4 + 2;
69 org_z = ReadShort() * 4 + 2;
70 vel = decompressShortVector(ReadShort());
71 mi = decompressShortVector(ReadShort());
72 ma = decompressShortVector(ReadShort());
74 isgentle = (type & 0x8000 || cvar("cl_gentle"));
78 gibfactor = 1 - cvar("cl_nogibs");
87 if(type == 1) // full gibbage
89 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
92 TossGib("models/gibs/eye.md3", org, vel + randomvec() * 150, 0);
93 te_bloodshower(org + mi, org + ma, 1200, 1000 * amount);
95 TossGib("models/gibs/bloodyskull.md3", org, vel, 0);
97 for(c = 0; c < amount; ++c)
99 randomvalue = amount - c;
101 if(random() < randomvalue)
102 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
103 if(random() < randomvalue)
104 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
105 if(random() < randomvalue)
106 TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel + randomvec() * (random() * 120 + 80),0);
107 if(random() < randomvalue)
108 TossGib ("models/gibs/smallchest.md3", org, vel + randomvec() * (random() * 120 + 80),0);
109 if(random() < randomvalue)
110 TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel + randomvec() * (random() * 120 + 85),0);
111 if(random() < randomvalue)
112 TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel + randomvec() * (random() * 120 + 85),0);
114 // these splat on impact
115 if(random() < randomvalue)
116 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
117 if(random() < randomvalue)
118 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
119 if(random() < randomvalue)
120 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
121 if(random() < randomvalue)
122 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
125 else if(type == 2) // just blood
127 pointparticles(particleeffectnum("blood"), org, vel, amount);
129 else if(type == 3) // single gib
131 TossGib ("models/gibs/chunk.mdl", org, vel, 1);
135 void GibSplash_Precache()
137 precache_model("models/gibs/chunk.mdl");
138 precache_model("models/gibs/leg1.mdl");
139 precache_model("models/gibs/leg2.mdl");
140 precache_model("models/gibs/chest.mdl");
141 precache_model("models/gibs/smallchest.mdl");
142 precache_model("models/gibs/arm.mdl");
143 precache_model("models/gibs/bloodyskull.mdl");
144 precache_model("models/gibs/eye.mdl");