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