3 float hittype, dmg, rad, edge, thisdmg;
4 vector force, org, thisforce;
17 force = decompressShortVector(ReadShort());
19 for(self = findradius(org, rad); self; self = self.chain)
23 thisdmg = vlen(self.origin - org) / rad;
28 thisdmg = dmg + (edge - dmg) * thisdmg;
29 thisforce = vlen(force) * (thisdmg / dmg) * normalize(self.origin - org);
34 thisforce = vlen(force) * normalize(self.origin - org);
43 if(self.damageforcescale)
46 self.move_velocity = self.move_velocity + self.damageforcescale * thisforce;
47 self.move_flags &~= FL_ONGROUND;
51 self.event_damage(thisdmg, hittype, org, thisforce);
56 setorigin(self, org); // for sound() calls
58 // TODO spawn particle effects and sounds based on hittype
60 if(!DEATH_ISSPECIAL(hittype))
62 float hitwep, secondary, bounce, headshot;
66 hitwep = DEATH_WEAPONOFWEAPONDEATH(hittype);
67 secondary = hittype & HITTYPE_SECONDARY;
68 bounce = hittype & HITTYPE_BOUNCE;
69 headshot = hittype & HITTYPE_HEADSHOT;
72 traceline(org - normalize(force) * 16, org + normalize(force) * 16, MOVE_NOMONSTERS, world);
73 if(trace_fraction < 1)
74 backoff = trace_plane_normal;
76 backoff = -1 * normalize(force);
81 org2 = org + backoff * 8;
82 pointparticles(particleeffectnum("laser_impact"), org2, backoff * 1000, 1);
83 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
86 pointparticles(particleeffectnum("shotgun_impact"), org, backoff * 1000, 1);
89 pointparticles(particleeffectnum("machinegun_impact"), org, backoff * 1000, 1);
91 case WEP_GRENADE_LAUNCHER:
92 org2 = org + backoff * 12;
93 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
94 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
97 org2 = org + backoff * 8;
100 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
101 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
107 // this is sent as "primary bounce" to distinguish it from secondary bounced balls
108 sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
109 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
113 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
114 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
120 sound (self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
121 pointparticles(particleeffectnum("crylink_impact"), org, '0 0 0', 1);
125 sound (self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
126 pointparticles(particleeffectnum("crylink_impactbig"), org, '0 0 0', 1);
130 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
131 pointparticles(particleeffectnum("nex_impact"), org - normalize(force) * 6, '0 0 0', 1);
134 org2 = org + backoff * 12;
136 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
138 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
140 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
141 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
143 case WEP_ROCKET_LAUNCHER:
144 org2 = org + backoff * 16;
145 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
146 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
149 print("Since when does Porto send DamageInfo?\n");
152 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
153 pointparticles(particleeffectnum("nex_impact"), org - normalize(force) * 6, '0 0 0', 1);
156 org2 = org + backoff * 12;
157 sound (self, CHAN_PROJECTILE, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
158 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
161 org2 = org + backoff * 12;
165 sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
167 sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
169 sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
170 pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
177 sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
179 sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
181 sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
182 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
186 sound (self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
191 sound (self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
193 sound (self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
195 sound (self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
196 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
201 org2 = org + backoff * 12;
202 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
203 pointparticles(particleeffectnum("laser_impact"), org2, backoff * 1000, 1);
205 case WEP_CAMPINGRIFLE:
206 pointparticles(particleeffectnum("machinegun_impact"), org, backoff * 1000, 1);
209 dprint("Unhandled damage of weapon ", ftos(hitwep), "\n");
215 void DamageInfo_Precache()
217 precache_sound("weapons/crylink_impact2.wav");
218 precache_sound("weapons/crylink_impact.wav");
219 precache_sound("weapons/electro_impact.wav");
220 precache_sound("weapons/flacexp1.wav");
221 precache_sound("weapons/flacexp2.wav");
222 precache_sound("weapons/flacexp3.wav");
223 precache_sound("weapons/grenade_impact.wav");
224 precache_sound("weapons/hagexp1.wav");
225 precache_sound("weapons/hagexp2.wav");
226 precache_sound("weapons/hagexp3.wav");
227 precache_sound("weapons/hookbomb_impact.wav");
228 precache_sound("weapons/laserimpact.wav");
229 precache_sound("weapons/neximpact.wav");
230 precache_sound("weapons/rocket_impact.wav");
231 precache_sound("weapons/seekerexp1.wav");
232 precache_sound("weapons/seekerexp2.wav");
233 precache_sound("weapons/seekerexp3.wav");
234 precache_sound("weapons/tagexp1.wav");
235 precache_sound("weapons/tagexp2.wav");
236 precache_sound("weapons/tagexp3.wav");
237 precache_sound("weapons/tag_impact.wav");
239 // precache_sound ("weapons/ric1.wav"); // not used by anything
240 // precache_sound ("weapons/ric2.wav"); // not used by anything
241 // precache_sound ("weapons/ric3.wav"); // not used by anything