Xonotic
damageeffects.qc
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1 #include "damageeffects.qh"
2 
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
4 
5 #ifdef SVQC
6 
8 {
9  vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10  WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11  WriteShort(MSG_ENTITY, this.projectiledeathtype);
12  WriteVector(MSG_ENTITY, org);
13  WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14  WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15  WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16  WriteShort(MSG_ENTITY, this.oldorigin.x);
17  WriteByte(MSG_ENTITY, this.species);
18  return true;
19 }
20 
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
22 {
23  // TODO maybe call this from non-edgedamage too?
24  // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25 
26  entity e;
27 
28  if(!sound_allowed(MSG_BROADCAST, dmgowner))
29  deathtype |= 0x8000;
30 
31  e = new_pure(damageinfo);
32  // origin is just data to be sent
33  //setorigin(e, org);
34  e.origin = org;
35  e.projectiledeathtype = deathtype;
36  e.dmg = coredamage;
37  e.dmg_edge = edgedamage;
38  e.dmg_radius = rad;
39  e.dmg_force = vlen(force);
40  e.velocity = force;
41  e.oldorigin_x = compressShortVector(e.velocity);
42  e.species = bloodtype;
43 
44  Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
45 }
46 
47 #endif
48 
49 #ifdef CSQC
50 
52 .int total_damages;
53 
54 .entity tag_entity;
55 
56 .float cnt;
57 .int state;
58 
59 .bool silent;
60 
61 void DamageEffect_Think(entity this)
62 {
63  // if particle distribution is enabled, slow ticrate by total number of damages
64  if(autocvar_cl_damageeffect_distribute)
65  this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
66  else
67  this.nextthink = time + autocvar_cl_damageeffect_ticrate;
68 
69  if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
70  {
71  // time is up or the player got gibbed / disconnected
72  this.owner.total_damages = max(0, this.owner.total_damages - 1);
73  delete(this);
74  return;
75  }
76  if(this.state && !this.owner.csqcmodel_isdead)
77  {
78  // if the player was dead but is now alive, it means he respawned
79  // if so, clear his damage effects, or damages from his dead body will be copied back
80  this.owner.total_damages = max(0, this.owner.total_damages - 1);
81  delete(this);
82  return;
83  }
84  this.state = this.owner.csqcmodel_isdead;
85  if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
86  return; // if we aren't using a third person camera, hide our own effects
87 
88  // now generate the particles
89  vector org = gettaginfo(this, 0); // origin at attached location
90  __pointparticles(this.team, org, '0 0 0', 1);
91 }
92 
93 string species_prefix(int specnum)
94 {
95  switch(specnum)
96  {
97  case SPECIES_HUMAN: return "";
98  case SPECIES_ALIEN: return "alien_";
99  case SPECIES_ROBOT_SHINY: return "robot_";
100  case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
101  case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
102  case SPECIES_ANIMAL: return "animal_";
103  case SPECIES_RESERVED: return "reserved_";
104  default: return "";
105  }
106 }
107 
108 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
109 {
110  // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
111 
112  int nearestbone = 0;
113  float life;
114  string effectname;
115  entity e, wep;
116 
117  if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
118  return;
119  if(!this || !this.modelindex || !this.drawmask)
120  return;
121 
122  // if this is a rigged mesh, the effect will show on the bone where damage was dealt
123  // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
124  // if there's no skeleton, object origin will automatically be selected
125  FOR_EACH_TAG(this)
126  {
127  if(!tagnum)
128  continue; // skip empty bones
129  // blacklist bones positioned outside the mesh, or the effect will be floating
130  // TODO: Do we have to do it this way? Why do these bones exist at all?
131  if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
132  continue; // player model bone blacklist
133 
134  // now choose the bone closest to impact origin
135  if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
136  nearestbone = tagnum;
137  }
138  gettaginfo(this, nearestbone); // set gettaginfo_name
139 
140  // return if we reached our damage effect limit or damages are disabled
141  // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
142  if(nearestbone)
143  {
144  if(this.total_damages >= autocvar_cl_damageeffect_bones)
145  return; // allow multiple damages on skeletal models
146  }
147  else
148  {
149  if(autocvar_cl_damageeffect < 2 || this.total_damages)
150  return; // allow a single damage on non-skeletal models
151  }
152 
153  life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
154 
155  wep = DEATH_WEAPONOF(type);
156  effectname = strcat("damage_", wep.netname);
157  if((wep.spawnflags & WEP_FLAG_BLEED))
158  {
159  // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
160  if((this.isplayermodel & ISPLAYER_MODEL))
161  {
162  string specstr = species_prefix(specnum);
163  effectname = strcat(specstr, effectname);
164  }
165  else { return; } // objects don't bleed
166  }
167 
168  e = new(damage);
169  setmodel(e, MDL_Null); // necessary to attach and read origin
170  setattachment(e, this, gettaginfo_name); // attach to the given bone
171  e.owner = this;
172  e.cnt = time + life;
173  e.team = _particleeffectnum(effectname);
174  setthink(e, DamageEffect_Think);
175  e.nextthink = time;
176  this.total_damages += 1;
177 }
178 
179 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
180 {
181  float thedamage, rad, edge, thisdmg;
182  bool hitplayer = false;
183  int species, forcemul;
184  vector force, thisforce;
185 
186  w_deathtype = ReadShort();
187  w_issilent = (w_deathtype & 0x8000);
188  w_deathtype = (w_deathtype & 0x7FFF);
189 
190  w_org = ReadVector();
191 
192  thedamage = ReadByte();
193  rad = ReadByte();
194  edge = ReadByte();
195  force = decompressShortVector(ReadShort());
196  species = ReadByte();
197 
198  return = true;
199 
200  if (!isNew)
201  return;
202 
203  if(rad < 0)
204  {
205  rad = -rad;
206  forcemul = -1;
207  }
208  else
209  forcemul = 1;
210 
211  FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
212  vector nearest = NearestPointOnBox(it, w_org);
213  if (rad)
214  {
215  thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
216  if(thisdmg >= 1)
217  continue;
218  if(thisdmg < 0)
219  thisdmg = 0;
220  if(thedamage)
221  {
222  thisdmg = thedamage + (edge - thedamage) * thisdmg;
223  thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
224  }
225  else
226  {
227  thisdmg = 0;
228  thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
229  }
230  }
231  else
232  {
233  if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
234  continue;
235 
236  thisdmg = thedamage;
237  thisforce = forcemul * force;
238  }
239 
240  if(it.damageforcescale)
241  if(vdist(thisforce, !=, 0))
242  {
243  it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
244  UNSET_ONGROUND(it);
245  }
246 
247  if(w_issilent)
248  it.silent = 1;
249 
250  if(it.event_damage)
251  it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
252 
253  DamageEffect(it, w_org, thisdmg, w_deathtype, species);
254 
255  if((it.isplayermodel & ISPLAYER_MODEL))
256  hitplayer = true; // this impact damaged a player
257  });
258 
260  {
261  traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
262  if(trace_plane_normal != '0 0 0')
263  w_backoff = trace_plane_normal;
264  else
265  w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
266 
267  setorigin(this, w_org + w_backoff * 2); // for sound() calls
268 
269  switch(DEATH_ENT(w_deathtype))
270  {
271  case DEATH_VH_CRUSH:
272  break;
273 
274  // spiderbot
275  case DEATH_VH_SPID_MINIGUN:
277  pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
278  break;
279  case DEATH_VH_SPID_ROCKET:
280  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
281  pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
282  break;
283  case DEATH_VH_SPID_DEATH:
284  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
285  pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
286  break;
287 
288  case DEATH_VH_WAKI_GUN:
289  sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
290  pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
291  break;
292  case DEATH_VH_WAKI_ROCKET:
293  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
294  pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
295  break;
296  case DEATH_VH_WAKI_DEATH:
297  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
298  pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
299  break;
300 
301  case DEATH_VH_RAPT_CANNON:
302  sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
303  pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
304  break;
305  case DEATH_VH_RAPT_FRAGMENT:
306  float i;
307  vector ang, vel;
308  for(i = 1; i < 4; ++i)
309  {
310  vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
311  ang = vectoangles(vel);
312  RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
313  }
314  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
315  pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
316  break;
317  case DEATH_VH_RAPT_BOMB:
318  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
319  pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
320  break;
321  case DEATH_VH_RAPT_DEATH:
322  sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
323  pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
324  break;
325  case DEATH_VH_BUMB_GUN:
326  sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
327  pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
328  break;
329  }
330  }
331 
332 
334  {
335  traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
336  if(trace_plane_normal != '0 0 0')
337  w_backoff = trace_plane_normal;
338  else
339  w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
340 
341  setorigin(this, w_org + w_backoff * 2); // for sound() calls
342 
343  switch(DEATH_ENT(w_deathtype))
344  {
345  case DEATH_TURRET_EWHEEL:
346  sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
347  pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
348  break;
349 
350  case DEATH_TURRET_FLAC:
351  pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
353  break;
354 
355  case DEATH_TURRET_MLRS:
356  case DEATH_TURRET_HK:
357  case DEATH_TURRET_WALK_ROCKET:
358  case DEATH_TURRET_HELLION:
359  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
360  pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
361  break;
362 
363  case DEATH_TURRET_MACHINEGUN:
364  case DEATH_TURRET_WALK_GUN:
366  pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
367  break;
368 
369  case DEATH_TURRET_PLASMA:
370  sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
371  pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
372  break;
373 
374  case DEATH_TURRET_WALK_MELEE:
376  pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
377  break;
378 
379  case DEATH_TURRET_PHASER:
380  break;
381 
382  case DEATH_TURRET_TESLA:
383  te_smallflash(this.origin);
384  break;
385 
386  }
387  }
388 
389  MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
390 
391  // TODO spawn particle effects and sounds based on w_deathtype
393  if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
394  {
396  w_random = prandom();
397 
398  traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
399  if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
400  w_backoff = trace_plane_normal;
401  else
402  w_backoff = -1 * normalize(force);
403  setorigin(this, w_org + w_backoff * 2); // for sound() calls
404 
406  {
407  if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
408  hitwep.wr_impacteffect(hitwep, this);
409  }
410  }
411 }
412 
413 #endif
float state
Definition: subs.qh:32
#define DEATH_ISVEHICLE(t)
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const int SPECIES_ALIEN
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string gettaginfo_name
#define DEATH_ISTURRET(t)
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float dmg_radius
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bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
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entity owner
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#define DEATH_WEAPONOF(t)
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#define setmodel(this, m)
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int spawnflags
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#define NULL
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const float VOL_BASE
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float drawmask
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const float ATTEN_NORM
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float nextthink
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const float ATTEN_LOW
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const int CH_SHOTS
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const int SPECIES_ROBOT_SHINY
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float w_deathtype
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#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
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const int SPECIES_ROBOT_SOLID
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const float MAX_DAMAGEEXTRARADIUS
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Sound SND_HAGEXP_RANDOM()
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void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
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purely logical entities (.origin doesn&#39;t work)
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vector trace_plane_normal
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int autocvar_chase_active
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#define DEATH_ISSPECIAL(t)
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fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
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