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use TR_SLIGHTBLOOD too
[divverent/nexuiz.git] / data / qcsrc / client / gibs.qc
1 void Gib_Touch()
2 {
3         // TODO maybe bounce of walls, make more gibs, etc.
4         
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);
7
8         remove(self);
9 }
10
11 void Gib_Draw()
12 {
13         vector oldorg;
14         oldorg = self.origin;
15
16         Movetype_Physics(FALSE);
17         
18         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
19                 trailparticles(self, particleeffectnum("TR_SLIGHTBLOOD"), oldorg, self.origin);
20         else
21                 trailparticles(self, particleeffectnum("TR_BLOOD"), oldorg, self.origin);
22
23         self.renderflags = 0;
24         self.alpha = bound(0, self.nextthink - time, 1);
25
26         if(self.alpha == 0)
27                 remove(self);
28         else
29                 R_AddEntity(self);
30 }
31
32 void TossGib (string mdlname, vector org, vector v, float destroyontouch)
33 {
34         entity gib;
35
36         // TODO remove some gibs according to cl_nogibs
37         
38         gib = spawn();
39         gib.classname = "gib";
40         gib.move_movetype = MOVETYPE_BOUNCE;
41         gib.gravity = 1;
42         gib.solid = SOLID_CORPSE;
43
44         setmodel (gib, mdlname); // precision set above
45
46         setsize (gib, '-8 -8 -8', '8 8 8');
47
48         gib.draw = Gib_Draw;
49         if(destroyontouch)
50                 gib.move_touch = Gib_Touch;
51
52         gib.move_origin = gib.origin = org;
53         gib.move_velocity = v + randomvec();
54         gib.move_avelocity = randomvec() * vlen(gib.move_velocity);
55         gib.move_time = time;
56         gib.damageforcescale = 3.5;
57
58         gib.nextthink = time + 12 + random () * 4;
59 }
60
61 void Ent_GibSplash()
62 {
63         float amount, type, isgentle;
64         vector org, vel, mi, ma;
65
66         float c, gibfactor, randomvalue;
67
68         type = ReadByte(); // gibbage type
69         amount = ReadByte() / 16.0; // gibbage amount
70         org_x = ReadShort() * 4 + 2;
71         org_y = ReadShort() * 4 + 2;
72         org_z = ReadShort() * 4 + 2;
73         vel = decompressShortVector(ReadShort());
74         mi = decompressShortVector(ReadShort());
75         ma = decompressShortVector(ReadShort());
76
77         isgentle = (type & 0x80 || cvar("cl_gentle"));
78         type = type & 0x7F;
79
80
81         gibfactor = 1 - cvar("cl_nogibs");
82         if(gibfactor <= 0)
83                 return;
84         
85         amount *= gibfactor;
86
87         if(cvar("ekg"))
88                 amount *= 5;
89
90         if(type == 1) // full gibbage
91         {
92                 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
93
94                 if(random() < amount)
95                         TossGib("models/gibs/eye.md3", org, vel + randomvec() * 150, 0);
96                 te_bloodshower(org + mi, org + ma, 1200, 1000 * amount);
97                 if(random() < amount)
98                         TossGib("models/gibs/bloodyskull.md3", org, vel + randomvec() * 100, 0);
99
100                 for(c = 0; c < amount; ++c)
101                 {
102                         randomvalue = amount - c;
103                                 
104                         if(random() < randomvalue)
105                                 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
106                         if(random() < randomvalue)
107                                 TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0);
108                         if(random() < randomvalue)
109                                 TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel + randomvec() * (random() * 120 + 80),0);
110                         if(random() < randomvalue)
111                                 TossGib ("models/gibs/smallchest.md3", org, vel + randomvec() * (random() * 120 + 80),0);
112                         if(random() < randomvalue)
113                                 TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel + randomvec() * (random() * 120 + 85),0);
114                         if(random() < randomvalue)
115                                 TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel + randomvec() * (random() * 120 + 85),0);
116
117                         // these splat on impact
118                         if(random() < randomvalue)
119                                 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
120                         if(random() < randomvalue)
121                                 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
122                         if(random() < randomvalue)
123                                 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
124                         if(random() < randomvalue)
125                                 TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1);
126                 }
127         }
128         else if(type == 2) // just blood
129         {
130                 pointparticles(particleeffectnum("blood"), org, vel, amount);
131         }
132         else if(type == 3) // single gib
133         {
134                 if(random() < amount)
135                         TossGib ("models/gibs/chunk.mdl", org, vel, 1);
136         }
137 }
138
139 void GibSplash_Precache()
140 {
141         precache_model("models/gibs/chunk.mdl");
142         precache_model("models/gibs/leg1.md3");
143         precache_model("models/gibs/leg2.md3");
144         precache_model("models/gibs/chest.md3");
145         precache_model("models/gibs/smallchest.md3");
146         precache_model("models/gibs/arm.md3");
147         precache_model("models/gibs/bloodyskull.md3");
148         precache_model("models/gibs/eye.md3");
149 }