117 lines
3.7 KiB
Plaintext
117 lines
3.7 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var int FX_IMPACT_BLACKBITS;
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var int FX_IMPACT_SMOKE_BROWN;
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var int FX_IMPACT_SMOKE_GREY;
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var int FX_IMPACT_SPARK;
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void
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FX_Impact_Init(void)
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{
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precache_sound("weapons/ric_metal-1.wav");
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precache_sound("weapons/ric_metal-2.wav");
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precache_sound("weapons/ric_conc-1.wav");
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precache_sound("weapons/ric_conc-2.wav");
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precache_sound("weapons/knife_hitwall1.wav");
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precache_sound("weapons/ric1.wav");
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precache_sound("weapons/ric2.wav");
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precache_sound("weapons/ric3.wav");
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precache_sound("weapons/ric4.wav");
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precache_sound("weapons/ric5.wav");
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FX_IMPACT_BLACKBITS = particleeffectnum("fx_impact.blackbits");
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FX_IMPACT_SMOKE_GREY = particleeffectnum("fx_impact.smoke_grey");
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FX_IMPACT_SMOKE_BROWN = particleeffectnum("fx_impact.smoke_brown");
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FX_IMPACT_SPARK = particleeffectnum("fx_impact.spark");
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}
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#endif
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void
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FX_Impact(int iType, vector vecPos, vector vNormal)
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{
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#ifdef SERVER
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_IMPACT);
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WriteByte(MSG_MULTICAST, (float)iType);
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WriteCoord(MSG_MULTICAST, vecPos[0]);
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WriteCoord(MSG_MULTICAST, vecPos[1]);
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WriteCoord(MSG_MULTICAST, vecPos[2]);
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WriteCoord(MSG_MULTICAST, vNormal[0]);
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WriteCoord(MSG_MULTICAST, vNormal[1]);
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WriteCoord(MSG_MULTICAST, vNormal[2]);
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msg_entity = self;
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multicast(vecPos, MULTICAST_PVS);
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#else
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/* decals */
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switch (iType) {
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case IMPACT_GLASS:
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Decals_Place(vecPos, sprintf("{break%d", floor(random(1,4))));
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break;
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case IMPACT_MELEE:
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Decals_Place(vecPos, sprintf("{shot%d", floor(random(1,6))));
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break;
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default:
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Decals_Place(vecPos, sprintf("{bigshot%d", floor(random(1,6))));
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break;
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}
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switch (iType) {
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case IMPACT_MELEE:
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pointsound(vecPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC);
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break;
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case IMPACT_EXPLOSION:
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break;
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case IMPACT_GLASS:
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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break;
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case IMPACT_WOOD:
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pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_SMOKE_BROWN, vecPos, vNormal, 1);
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break;
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case IMPACT_METAL:
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pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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break;
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case IMPACT_FLESH:
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FX_Blood(vecPos, vNormal);
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break;
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case IMPACT_DEFAULT:
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default:
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pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_SMOKE_GREY, vecPos, vNormal, 1);
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break;
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}
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switch (iType) {
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case IMPACT_METAL:
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pointsound(vecPos, sprintf("weapons/ric_metal-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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case IMPACT_CONCRETE:
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pointsound(vecPos, sprintf("weapons/ric_conc-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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case IMPACT_FLESH:
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break;
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default:
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pointsound(vecPos, sprintf("weapons/ric%d.wav", floor((random() * 5) + 1)), 1, ATTN_STATIC);
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break;
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}
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#endif
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}
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