8 string species_prefix(float specnum)
12 case SPECIES_HUMAN: return "";
13 case SPECIES_ALIEN: return "alien_";
14 case SPECIES_ROBOT_SHINY: return "robot_";
15 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
16 case SPECIES_ANIMAL: return "animal_";
17 case SPECIES_RESERVED: return "reserved_";
22 void Gib_setmodel(entity gib, string mdlname, float specnum)
26 case SPECIES_ROBOT_RUSTY:
27 case SPECIES_ROBOT_SHINY:
28 if(mdlname == "models/gibs/bloodyskull.md3")
29 setmodel(gib, "models/gibs/robo.md3");
31 setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));
32 if(specnum == SPECIES_ROBOT_SHINY)
35 gib.colormod = '2 2 2';
40 setmodel(gib, mdlname);
46 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
49 pmod = cvar("cl_particles_quality");
50 for (i = 0; i < 250 * pmod; ++i)
51 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
54 void SUB_RemoveOnNoImpact()
56 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
62 // TODO maybe bounce of walls, make more gibs, etc.
64 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
72 pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
82 Movetype_Physics_NoMatchServer();
86 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
87 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
89 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
92 self.alpha = bound(0, self.nextthink - time, 1);
94 if(self.alpha < ALPHA_MIN_VISIBLE)
100 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent)
104 // TODO remove some gibs according to cl_nogibs
105 gib = RubbleNew("gib");
106 gib.move_movetype = MOVETYPE_BOUNCE;
108 gib.solid = SOLID_CORPSE;
110 gib.silent = issilent;
111 Gib_setmodel(gib, mdlname, specnum);
113 setsize (gib, '-8 -8 -8', '8 8 8');
117 gib.move_touch = Gib_Touch;
119 gib.move_touch = SUB_RemoveOnNoImpact;
121 gib.move_origin = gib.origin = org;
122 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");
123 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
124 gib.move_time = time;
125 gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);
127 gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);
129 RubbleLimit("gib", cvar_or("cl_gibs_maxcount",100), Gib_Delete);
134 float amount, type, specnum;
138 string gentle_prefix;
140 float c, randomvalue;
142 type = ReadByte(); // gibbage type
143 amount = ReadByte() / 16.0; // gibbage amount
144 org_x = ReadShort() * 4 + 2;
145 org_y = ReadShort() * 4 + 2;
146 org_z = ReadShort() * 4 + 2;
147 vel = decompressShortVector(ReadShort());
149 if(cvar("cl_gentle"))
150 type |= 0x80; // set gentle bit
154 if(cvar("cl_gentle") > 1)
157 gentle_prefix = "morphed_";
159 else if(cvar("cl_particlegibs"))
162 gentle_prefix = "particlegibs_";
165 if not(cvar("cl_gentle"))
166 amount *= 1 - cvar("cl_nogibs");
174 self.origin = org; // for the sounds
176 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
177 issilent = (type & 0x40);
178 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
179 specstr = species_prefix(specnum);
185 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
187 if(prandom() < amount)
188 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent);
189 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
190 if(prandom() < amount)
191 TossGib ("models/gibs/bloodyskull.md3", org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
193 for(c = 0; c < amount; ++c)
195 randomvalue = amount - c;
197 if(prandom() < randomvalue)
198 TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
199 if(prandom() < randomvalue)
200 TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
201 if(prandom() < randomvalue)
202 TossGib ("models/gibs/chest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
203 if(prandom() < randomvalue)
204 TossGib ("models/gibs/smallchest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
205 if(prandom() < randomvalue)
206 TossGib ("models/gibs/leg1.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
207 if(prandom() < randomvalue)
208 TossGib ("models/gibs/leg2.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
210 // these splat on impact
211 if(prandom() < randomvalue)
212 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
213 if(prandom() < randomvalue)
214 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
215 if(prandom() < randomvalue)
216 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
217 if(prandom() < randomvalue)
218 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
222 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
225 if(prandom() < amount)
226 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
229 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
232 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
235 // no gibs in gentle mode, sorry
240 void GibSplash_Precache()
242 precache_model("models/gibs/chunk.mdl");
243 precache_model("models/gibs/leg1.md3");
244 precache_model("models/gibs/leg2.md3");
245 precache_model("models/gibs/chest.md3");
246 precache_model("models/gibs/smallchest.md3");
247 precache_model("models/gibs/arm.md3");
248 precache_model("models/gibs/bloodyskull.md3");
249 precache_model("models/gibs/eye.md3");
251 precache_model("models/gibs/robo.md3");
252 precache_model("models/gibs/robo1.md3");
253 precache_model("models/gibs/robo2.md3");
254 precache_model("models/gibs/robo3.md3");
255 precache_model("models/gibs/robo4.md3");
256 precache_model("models/gibs/robo5.md3");
257 precache_model("models/gibs/robo6.md3");
258 precache_model("models/gibs/robo7.md3");
259 precache_model("models/gibs/robo8.md3");
261 precache_sound ("misc/gib.wav");
262 precache_sound ("misc/gib_splat01.wav");
263 precache_sound ("misc/gib_splat02.wav");
264 precache_sound ("misc/gib_splat03.wav");
265 precache_sound ("misc/gib_splat04.wav");