8 string species_prefix(float specnum)
12 case SPECIES_HUMAN: return "";
13 case SPECIES_ALIEN: return "alien_";
14 case SPECIES_ROBOT_SHINY: return "robot_";
15 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
16 case SPECIES_ANIMAL: return "animal_";
17 case SPECIES_RESERVED: return "reserved_";
22 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
25 pmod = cvar("cl_particles_quality");
26 for (i = 0; i < 250 * pmod; ++i)
27 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
30 void SUB_RemoveOnNoImpact()
32 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
38 // TODO maybe bounce of walls, make more gibs, etc.
40 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
47 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
48 pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
58 Movetype_Physics_NoMatchServer();
62 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
63 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
65 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
68 self.alpha = bound(0, self.nextthink - time, 1);
70 if(self.alpha < ALPHA_MIN_VISIBLE)
76 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent)
80 // TODO remove some gibs according to cl_nogibs
81 gib = RubbleNew("gib");
82 gib.move_movetype = MOVETYPE_BOUNCE;
84 gib.solid = SOLID_CORPSE;
86 gib.silent = issilent;
88 setmodel (gib, mdlname); // precision set above
91 setsize (gib, '-8 -8 -8', '8 8 8');
95 gib.move_touch = Gib_Touch;
97 gib.move_touch = SUB_RemoveOnNoImpact;
99 gib.move_origin = gib.origin = org;
100 gib.move_velocity = vconst * cvar_or("cl_gibs_velocity_scale", 1) + vrand * cvar_or("cl_gibs_velocity_random", 1) + '0 0 1' * cvar("cl_gibs_velocity_up");
101 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
102 gib.move_time = time;
103 gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);
105 gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);
107 RubbleLimit("gib", cvar_or("cl_gibs_maxcount",100), Gib_Delete);
112 float amount, type, specnum;
116 string gentle_prefix;
118 float c, randomvalue;
120 type = ReadByte(); // gibbage type
121 amount = ReadByte() / 16.0; // gibbage amount
122 org_x = ReadShort() * 4 + 2;
123 org_y = ReadShort() * 4 + 2;
124 org_z = ReadShort() * 4 + 2;
125 vel = decompressShortVector(ReadShort());
127 if(cvar("cl_gentle"))
128 type |= 0x80; // set gentle bit
132 if(cvar("cl_gentle") > 1)
135 gentle_prefix = "morphed_";
137 else if(cvar("cl_particlegibs"))
140 gentle_prefix = "particlegibs_";
143 if not(cvar("cl_gentle"))
144 amount *= 1 - cvar("cl_nogibs");
152 self.origin = org; // for the sounds
154 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
155 issilent = (type & 0x40);
156 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
157 specstr = species_prefix(specnum);
163 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
165 if(prandom() < amount)
166 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent);
167 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
168 if(prandom() < amount)
169 TossGib ("models/gibs/bloodyskull.md3", org, vel, prandomvec() * 100, specnum, 0, issilent);
171 for(c = 0; c < amount; ++c)
173 randomvalue = amount - c;
175 if(prandom() < randomvalue)
176 TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
177 if(prandom() < randomvalue)
178 TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
179 if(prandom() < randomvalue)
180 TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
181 if(prandom() < randomvalue)
182 TossGib ("models/gibs/smallchest.md3", org, vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
183 if(prandom() < randomvalue)
184 TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
185 if(prandom() < randomvalue)
186 TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
188 // these splat on impact
189 if(prandom() < randomvalue)
190 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
191 if(prandom() < randomvalue)
192 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
193 if(prandom() < randomvalue)
194 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
195 if(prandom() < randomvalue)
196 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
200 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
203 if(prandom() < amount)
204 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
207 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
210 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
213 // no gibs in gentle mode, sorry
218 void GibSplash_Precache()
220 precache_model("models/gibs/chunk.mdl");
221 precache_model("models/gibs/leg1.md3");
222 precache_model("models/gibs/leg2.md3");
223 precache_model("models/gibs/chest.md3");
224 precache_model("models/gibs/smallchest.md3");
225 precache_model("models/gibs/arm.md3");
226 precache_model("models/gibs/bloodyskull.md3");
227 precache_model("models/gibs/eye.md3");
229 precache_sound ("misc/gib.wav");
230 precache_sound ("misc/gib_splat01.wav");
231 precache_sound ("misc/gib_splat02.wav");
232 precache_sound ("misc/gib_splat03.wav");
233 precache_sound ("misc/gib_splat04.wav");