valve/src/shared/fx_blood.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 float PARTICLE_BLOOD;
var int DECAL_BLOOD;
void
FX_Blood_Init(void)
{
precache_model("sprites/bloodspray.spr");
precache_model("sprites/blood.spr");
PARTICLE_BLOOD = particleeffectnum("part_blood");
DECAL_BLOOD = particleeffectnum("decal_blood.effect");
}
#endif
void
FX_Blood(vector pos, vector color)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_BLOOD);
WriteCoord(MSG_MULTICAST, pos[0]);
WriteCoord(MSG_MULTICAST, pos[1]);
WriteCoord(MSG_MULTICAST, pos[2]);
WriteByte(MSG_MULTICAST, color[0] * 255);
WriteByte(MSG_MULTICAST, color[1] * 255);
WriteByte(MSG_MULTICAST, color[2] * 255);
msg_entity = self;
multicast(pos, MULTICAST_PVS);
#else
static void Blood_Touch(void)
{
if (serverkeyfloat("*bspversion") == BSPVER_HL)
Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9))));
else {
decal_pickwall(self, self.origin);
pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1);
}
}
if (cvar("violence_hblood") <= 0) {
return;
}
env_sprite eBlood = spawn(env_sprite);
setorigin(eBlood, pos);
setmodel(eBlood, "sprites/bloodspray.spr");
eBlood.drawmask = MASK_ENGINE;
eBlood.maxframe = modelframecount(eBlood.modelindex);
eBlood.loops = 0;
eBlood.scale = 1.0f;
#ifdef GS_RENDERFX
eBlood.m_vecRenderColor = color;
#else
eBlood.colormod = color;
#endif
eBlood.framerate = 20;
eBlood.nextthink = time + 0.05f;
for (int i = 0; i < 3; i++) {
env_sprite ePart = spawn(env_sprite);
setorigin(ePart, pos);
setmodel(ePart, "sprites/blood.spr");
ePart.movetype = MOVETYPE_BOUNCE;
ePart.gravity = 0.5f;
ePart.scale = 0.5f;
ePart.drawmask = MASK_ENGINE;
ePart.maxframe = modelframecount(ePart.modelindex);
ePart.loops = 0;
#ifdef GS_RENDERFX
ePart.m_vecRenderColor = color;
#else
ePart.colormod = color;
#endif
ePart.framerate = 15;
ePart.nextthink = time + 0.1f;
ePart.velocity = randomvec() * 64;
ePart.touch = Blood_Touch;
ePart.solid = SOLID_BBOX;
/* ignore player physics */
ePart.dimension_solid = 1;
ePart.dimension_hit = 1;
setsize(ePart, [0,0,0], [0,0,0]);
}
#endif
}