1 float Violence_GibSplash_SendEntity(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4 WriteByte(MSG_ENTITY, self.state); // actually type
5 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
10 WriteShort(MSG_ENTITY, self.oldorigin_y); // acrually compressed mins
11 WriteShort(MSG_ENTITY, self.oldorigin_z); // acrually compressed maxs
15 // TODO maybe convert this to a TE?
16 void Violence_GibSplash_At(vector org, vector mi, vector ma, vector dir, float type, float amount)
21 e.classname = "gibsplash";
25 e.state |= 0x80; // "force gentle" bit
30 e.oldorigin_x = compressShortVector(e.velocity);
31 e.oldorigin_y = compressShortVector(e.mins);
32 e.oldorigin_z = compressShortVector(e.maxs);
34 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
37 void Violence_GibSplash(entity source, float type, float amount)
39 Violence_GibSplash_At(source.origin + source.view_ofs, source.mins - source.view_ofs, source.maxs - source.view_ofs, source.velocity, type, amount);