float Violence_GibSplash_SendEntity(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH); WriteByte(MSG_ENTITY, self.state); // actually type WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity WriteShort(MSG_ENTITY, self.oldorigin_y); // acrually compressed mins WriteShort(MSG_ENTITY, self.oldorigin_z); // acrually compressed maxs return TRUE; } // TODO maybe convert this to a TE? void Violence_GibSplash_At(vector org, vector mi, vector ma, vector dir, float type, float amount) { entity e; e = spawn(); e.classname = "gibsplash"; e.cnt = amount; e.state = type; // should stay smaller than 15 if(sv_gentle) e.state |= 0x80; // "force gentle" bit e.state |= 8 * self.species; // gib type, ranges from 0 to 15 setorigin(e, org); setsize(e, mi, ma); e.velocity = dir; e.oldorigin_x = compressShortVector(e.velocity); e.oldorigin_y = compressShortVector(e.mins); e.oldorigin_z = compressShortVector(e.maxs); Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity); } void Violence_GibSplash(entity source, float type, float amount) { Violence_GibSplash_At(source.origin + source.view_ofs, source.mins - source.view_ofs, source.maxs - source.view_ofs, source.velocity, type, amount); }