cstrike/src/shared/fx_impact.qc

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