]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_violence.qc
make crylink no longer use an impact sound and effect, instead do this on csqc
[divverent/nexuiz.git] / data / qcsrc / server / g_violence.qc
1 float Violence_GibSplash_SendEntity(entity to, float sf)
2 {
3         WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4         WriteByte(MSG_ENTITY, self.state); // actually type
5         WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6         WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7         WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8         WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9         WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
10         WriteShort(MSG_ENTITY, self.oldorigin_y); // acrually compressed mins
11         WriteShort(MSG_ENTITY, self.oldorigin_z); // acrually compressed maxs
12         return TRUE;
13 }
14
15 // TODO maybe convert this to a TE?
16 void Violence_GibSplash_At(vector org, vector mi, vector ma, vector dir, float type, float amount)
17 {
18         entity e;
19
20         e = spawn();
21         e.classname = "gibsplash";
22         e.cnt = amount;
23         e.state = type;
24         if(sv_gentle)
25                 e.state |= 0x80; // "force gentle" bit
26         e.SendEntity = Violence_GibSplash_SendEntity;
27         e.nextthink = time + 0.2;
28         e.think = SUB_Remove;
29                 // 0.2s should be enough time for all clients to receive this ent once, do the gibbage and be done with it
30         setmodel(e, "null");
31         e.effects = EF_NODEPTHTEST; // show gibs from around the corner
32         setorigin(e, org);
33         setsize(e, mi, ma);
34         e.velocity = dir;
35
36         e.oldorigin_x = compressShortVector(e.velocity);
37         e.oldorigin_y = compressShortVector(e.mins);
38         e.oldorigin_z = compressShortVector(e.maxs);
39 }
40
41 void Violence_GibSplash(entity source, float type, float amount)
42 {
43         Violence_GibSplash_At(source.origin + source.view_ofs, source.mins - source.view_ofs, source.maxs - source.view_ofs, source.velocity, type, amount);
44 }