float gibcount; entity giblist; .float silent; void Gib_Delete() { --gibcount; remove(self); } string species_prefix(float specnum) { switch(specnum) { case SPECIES_HUMAN: return ""; case SPECIES_ALIEN: return "alien_"; case SPECIES_ROBOT_SHINY: return "robot_"; case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs case SPECIES_ANIMAL: return "animal_"; case SPECIES_RESERVED: return "reserved_"; default: return ""; } } void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany) { float i, pmod; pmod = cvar("cl_particles_quality"); for (i = 0; i < 250 * pmod; ++i) pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250); } void SUB_RemoveOnNoImpact() { if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) Gib_Delete(); } void Gib_Touch() { // TODO maybe bounce of walls, make more gibs, etc. if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { Gib_Delete(); return; } if(!self.silent) sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10); Gib_Delete(); } void Gib_Draw() { vector oldorg; oldorg = self.origin; Movetype_Physics_NoMatchServer(); if(wasfreed(self)) return; if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie... trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin); else trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin); self.renderflags = 0; self.alpha = bound(0, self.nextthink - time, 1); if(self.alpha < ALPHA_MIN_VISIBLE) Gib_Delete(); else R_AddEntity(self); } void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent) { entity gib; if not(giblist) giblist = spawn(); // TODO remove some gibs according to cl_nogibs gib = RubbleNew(giblist); ++gibcount; if(gibcount >= cvar_or("cl_gibs_maxcount",100)) RubbleDrop(giblist,Gib_Delete); //gib = spawn(); gib.classname = "gib"; gib.move_movetype = MOVETYPE_BOUNCE; gib.gravity = 1; gib.solid = SOLID_CORPSE; gib.cnt = specnum; gib.silent = issilent; setmodel (gib, mdlname); // precision set above gib.skin = specnum; 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 = vconst * cvar_or("cl_gibs_velocity_scale", 1) + vrand * cvar_or("cl_gibs_velocity_random", 1) + '0 0 1' * cvar("cl_gibs_velocity_up"); gib.move_avelocity = prandomvec() * vlen(gib.move_velocity); gib.move_time = time; gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5); gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15); } void Ent_GibSplash() { float amount, type, specnum; vector org, vel; string specstr; float issilent; 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()); if(cvar("cl_gentle")) type |= 0x80; // set gentle bit gibfactor = 1 - cvar("cl_nogibs"); if(gibfactor <= 0) return; amount *= gibfactor; if(cvar("ekg")) amount *= 5; self.origin = org; // for the sounds specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5) issilent = (type & 0x40); type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib specstr = species_prefix(specnum); switch(type) { case 0x01: if(!issilent) sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM); if(prandom() < amount) TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent); new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount); if(prandom() < amount) TossGib ("models/gibs/bloodyskull.md3", org, vel, prandomvec() * 100, specnum, 0, issilent); for(c = 0; c < amount; ++c) { randomvalue = amount - c; if(prandom() < randomvalue) TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/smallchest.md3", org, vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent); // these splat on impact if(prandom() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent); if(prandom() < randomvalue) TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent); } break; case 0x02: pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16); break; case 0x03: if(prandom() < amount) TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization? break; case 0x81: pointparticles(particleeffectnum("damage_dissolve"), org, vel, amount); break; case 0x82: pointparticles(particleeffectnum("damage_hit"), org, vel, amount * 16); break; case 0x83: // no gibs in gentle mode, sorry break; } } 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"); precache_sound ("misc/gib.wav"); precache_sound ("misc/gib_splat01.wav"); precache_sound ("misc/gib_splat02.wav"); precache_sound ("misc/gib_splat03.wav"); precache_sound ("misc/gib_splat04.wav"); }