valve/src/shared/fx_gibhuman.qc

89 lines
2.5 KiB
Plaintext

/*
* 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
string g_hgibs[] = {
"models/gib_b_bone.mdl",
"models/gib_legbone.mdl",
"models/gib_lung.mdl",
"models/gib_skull.mdl",
"models/gib_b_gib.mdl"
};
void
FX_GibHuman_Init(void)
{
precache_model("models/gib_b_bone.mdl");
precache_model("models/gib_legbone.mdl");
precache_model("models/gib_lung.mdl");
precache_model("models/gib_skull.mdl");
precache_model("models/gib_b_gib.mdl");
precache_sound("common/bodysplat.wav");
}
#endif
void
FX_GibHuman(vector pos)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_GIBHUMAN);
WriteCoord(MSG_MULTICAST, pos[0]);
WriteCoord(MSG_MULTICAST, pos[1]);
WriteCoord(MSG_MULTICAST, pos[2]);
msg_entity = __NULL__;
multicast(pos, MULTICAST_PVS);
#else
static void Gib_Remove(void) {
remove(self);
}
static void Gib_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_hgibs") <= 0) {
return;
}
for (int i = 0; i < 5; i++) {
vector vel;
vel[0] = random(-128,128);
vel[1] = random(-128,128);
vel[2] = (300 + random() * 64);
entity gibb = spawn();
setmodel(gibb, g_hgibs[i]);
setorigin(gibb, pos);
gibb.movetype = MOVETYPE_BOUNCE;
gibb.solid = SOLID_BBOX;
setsize(gibb, [0,0,0], [0,0,0]);
gibb.velocity = vel;
gibb.avelocity = vectoangles(gibb.velocity);
gibb.think = Gib_Remove;
gibb.touch = Gib_Touch;
gibb.nextthink = time + 5.0f;
gibb.drawmask = MASK_ENGINE;
}
pointsound(pos, "common/bodysplat.wav", 1, ATTN_NORM);
#endif
}