1 string species_prefix(float specnum)
5 case SPECIES_HUMAN: return "";
6 case SPECIES_ALIEN: return "alien_";
7 case SPECIES_ROBOT_SHINY: return "robot_";
8 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
9 case SPECIES_ANIMAL: return "animal_";
10 case SPECIES_RESERVED: return "reserved_";
15 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
18 pmod = cvar("cl_particles_quality");
19 for (i = 0; i < 250 * pmod; ++i)
20 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
23 void SUB_RemoveOnNoImpact()
25 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
31 // TODO maybe bounce of walls, make more gibs, etc.
33 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
39 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
40 pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
50 Movetype_Physics(FALSE);
54 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
55 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
57 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
60 self.alpha = bound(0, self.nextthink - time, 1);
62 if(self.alpha < ALPHA_MIN_VISIBLE)
68 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch)
72 // TODO remove some gibs according to cl_nogibs
75 gib.classname = "gib";
76 gib.move_movetype = MOVETYPE_BOUNCE;
78 gib.solid = SOLID_CORPSE;
81 setmodel (gib, mdlname); // precision set above
84 setsize (gib, '-8 -8 -8', '8 8 8');
88 gib.move_touch = Gib_Touch;
90 gib.move_touch = SUB_RemoveOnNoImpact;
92 gib.move_origin = gib.origin = org;
93 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");
94 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
96 gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);
98 gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);
103 float amount, type, specnum;
107 float c, gibfactor, randomvalue;
109 type = ReadByte(); // gibbage type
110 amount = ReadByte() / 16.0; // gibbage amount
111 org_x = ReadShort() * 4 + 2;
112 org_y = ReadShort() * 4 + 2;
113 org_z = ReadShort() * 4 + 2;
114 vel = decompressShortVector(ReadShort());
116 if(cvar("cl_gentle"))
117 type |= 0x80; // set gentle bit
119 gibfactor = 1 - cvar("cl_nogibs");
128 self.origin = org; // for the sounds
130 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..15, bit indexes 3,4,5,6)
131 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
132 specstr = species_prefix(specnum);
137 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
139 if(prandom() < amount)
140 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0);
141 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
142 if(prandom() < amount)
143 TossGib ("models/gibs/bloodyskull.md3", org, vel, prandomvec() * 100, specnum, 0);
145 for(c = 0; c < amount; ++c)
147 randomvalue = amount - c;
149 if(prandom() < randomvalue)
150 TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0);
151 if(prandom() < randomvalue)
152 TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0);
153 if(prandom() < randomvalue)
154 TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel, prandomvec() * (prandom() * 120 + 80), specnum,0);
155 if(prandom() < randomvalue)
156 TossGib ("models/gibs/smallchest.md3", org, vel, prandomvec() * (prandom() * 120 + 80), specnum,0);
157 if(prandom() < randomvalue)
158 TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0);
159 if(prandom() < randomvalue)
160 TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel, prandomvec() * (prandom() * 120 + 85), specnum,0);
162 // these splat on impact
163 if(prandom() < randomvalue)
164 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1);
165 if(prandom() < randomvalue)
166 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1);
167 if(prandom() < randomvalue)
168 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1);
169 if(prandom() < randomvalue)
170 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1);
174 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
177 if(prandom() < amount)
178 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1); // TODO maybe adjust to more randomization?
181 pointparticles(particleeffectnum("damage_dissolve"), org, vel, amount);
184 pointparticles(particleeffectnum("damage_hit"), org, vel, amount * 16);
187 // no gibs in gentle mode, sorry
192 void GibSplash_Precache()
194 precache_model("models/gibs/chunk.mdl");
195 precache_model("models/gibs/leg1.md3");
196 precache_model("models/gibs/leg2.md3");
197 precache_model("models/gibs/chest.md3");
198 precache_model("models/gibs/smallchest.md3");
199 precache_model("models/gibs/arm.md3");
200 precache_model("models/gibs/bloodyskull.md3");
201 precache_model("models/gibs/eye.md3");
203 precache_sound ("misc/gib.wav");
204 precache_sound ("misc/gib_splat01.wav");
205 precache_sound ("misc/gib_splat02.wav");
206 precache_sound ("misc/gib_splat03.wav");
207 precache_sound ("misc/gib_splat04.wav");