void SUB_RemoveOnNoImpact() { if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) remove(self); } void Gib_Touch() { // TODO maybe bounce of walls, make more gibs, etc. if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(random() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("blood"), self.origin + '0 0 1', '0 0 30', 10); remove(self); } void Gib_Draw() { vector oldorg; oldorg = self.origin; Movetype_Physics(FALSE); if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie... trailparticles(self, particleeffectnum("TR_SLIGHTBLOOD"), oldorg, self.origin); else trailparticles(self, particleeffectnum("TR_BLOOD"), oldorg, self.origin); self.renderflags = 0; self.alpha = bound(0, self.nextthink - time, 1); if(self.alpha == 0) remove(self); else R_AddEntity(self); } void TossGib (string mdlname, vector org, vector v, float destroyontouch) { entity gib; // TODO remove some gibs according to cl_nogibs gib = spawn(); gib.classname = "gib"; gib.move_movetype = MOVETYPE_BOUNCE; gib.gravity = 1; gib.solid = SOLID_CORPSE; setmodel (gib, mdlname); // precision set above setsize (gib, '-8 -8 -8', '8 8 8'); gib.draw = Gib_Draw; if(destroyontouch) gib.move_touch = Gib_Touch; else gib.move_touch = SUB_RemoveOnNoImpact; gib.move_origin = gib.origin = org; gib.move_velocity = v + randomvec(); gib.move_avelocity = randomvec() * vlen(gib.move_velocity); gib.move_time = time; gib.damageforcescale = 3.5; gib.nextthink = time + 12 + random () * 4; } void Ent_GibSplash() { float amount, type, isgentle; vector org, vel, mi, ma; float c, gibfactor, randomvalue; type = ReadByte(); // gibbage type amount = ReadByte() / 16.0; // gibbage amount org_x = ReadShort() * 4 + 2; org_y = ReadShort() * 4 + 2; org_z = ReadShort() * 4 + 2; vel = decompressShortVector(ReadShort()); mi = decompressShortVector(ReadShort()); ma = decompressShortVector(ReadShort()); isgentle = (type & 0x80 || cvar("cl_gentle")); type = type & 0x7F; gibfactor = 1 - cvar("cl_nogibs"); if(gibfactor <= 0) return; amount *= gibfactor; if(cvar("ekg")) amount *= 5; if(type == 1) // full gibbage { sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM); if(random() < amount) TossGib("models/gibs/eye.md3", org, vel + randomvec() * 150, 0); te_bloodshower(org + mi, org + ma, 1200, 1000 * amount); if(random() < amount) TossGib("models/gibs/bloodyskull.md3", org, vel + randomvec() * 100, 0); for(c = 0; c < amount; ++c) { randomvalue = amount - c; if(random() < randomvalue) TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0); if(random() < randomvalue) TossGib ("models/gibs/arm.md3", org, vel + randomvec() * (random() * 120 + 90),0); if(random() < randomvalue) TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel + randomvec() * (random() * 120 + 80),0); if(random() < randomvalue) TossGib ("models/gibs/smallchest.md3", org, vel + randomvec() * (random() * 120 + 80),0); if(random() < randomvalue) TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel + randomvec() * (random() * 120 + 85),0); if(random() < randomvalue) TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel + randomvec() * (random() * 120 + 85),0); // these splat on impact if(random() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1); if(random() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1); if(random() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1); if(random() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel + randomvec() * 450,1); } } else if(type == 2) // just blood { pointparticles(particleeffectnum("blood"), org, vel, amount); } else if(type == 3) // single gib { if(random() < amount) TossGib ("models/gibs/chunk.mdl", org, vel, 1); } } void GibSplash_Precache() { precache_model("models/gibs/chunk.mdl"); precache_model("models/gibs/leg1.md3"); precache_model("models/gibs/leg2.md3"); precache_model("models/gibs/chest.md3"); precache_model("models/gibs/smallchest.md3"); precache_model("models/gibs/arm.md3"); precache_model("models/gibs/bloodyskull.md3"); precache_model("models/gibs/eye.md3"); }