Get rid of FX_GibHuman and FX_GibAlien, use PropData system instead

This commit is contained in:
Marco Cawthorne 2023-07-17 11:32:59 -07:00
parent e49810be8b
commit 24964d27c9
Signed by: eukara
GPG key ID: CE2032F0A2882A22
8 changed files with 9 additions and 219 deletions

View file

@ -34,30 +34,6 @@ ClientGame_EventParse(float fHeader)
vSparkAngle[2] = readcoord();
FX_Spark(vSparkPos, vSparkAngle);
break;
case EV_GIBHUMAN:
vector vGibPos = g_vec_null;
vGibPos[0] = readcoord();
vGibPos[1] = readcoord();
vGibPos[2] = readcoord();
vector vDir = g_vec_null;
vDir[0] = readcoord();
vDir[1] = readcoord();
vDir[2] = readcoord();
float flForce = readfloat();
FX_GibHuman(vGibPos, vDir, flForce);
break;
case EV_GIBALIEN:
vector vGibPos2 = g_vec_null;
vGibPos[0] = readcoord();
vGibPos[1] = readcoord();
vGibPos[2] = readcoord();
vector vDir2 = g_vec_null;
vDir[0] = readcoord();
vDir[1] = readcoord();
vDir[2] = readcoord();
float flForce2 = readfloat();
FX_GibAlien(vGibPos2, vDir2, flForce2);
break;
case EV_BLOOD:
vector vBloodPos = g_vec_null;
vector vBloodColor = g_vec_null;

View file

@ -53,8 +53,6 @@ ClientGame_RendererRestart(string rstr)
FX_Blood_Init();
FX_BreakModel_Init();
FX_Explosion_Init();
FX_GibAlien_Init();
FX_GibHuman_Init();
FX_Spark_Init();
FX_Impact_Init();
FX_GaussBeam_Init();

View file

@ -128,8 +128,10 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
#endif
/* either gib, or make a corpse */
if (pl.health < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
if (pl.health < 0) {
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength, 8);
} else {
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
}
@ -204,6 +206,7 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*dead", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
pl.SetPropData("actor_human");
LevelNewParms();
LevelDecodeParms(pl);

View file

@ -38,7 +38,8 @@ HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
/* so much damage we're gonna gib */
if (pl.GetHealth() < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
//pl.Gib();
//FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
}
/* Let's handle corpses on the clientside */

View file

@ -1,94 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <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_agibs[] = {
"models/agibs.mdl",
"models/agibs.mdl",
"models/agibs.mdl",
"models/agibs.mdl",
"models/agibs.mdl"
};
void
FX_GibAlien_Init(void)
{
for (int i = 0; i < g_agibs.length; i++)
precache_model(g_agibs[i]);
precache_sound("common/bodysplat.wav");
}
#endif
void
FX_GibAlien(vector vecOrigin, vector vecDir, float flForce)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_GIBALIEN);
WriteCoord(MSG_MULTICAST, vecOrigin[0]);
WriteCoord(MSG_MULTICAST, vecOrigin[1]);
WriteCoord(MSG_MULTICAST, vecOrigin[2]);
WriteCoord(MSG_MULTICAST, vecDir[0]);
WriteCoord(MSG_MULTICAST, vecDir[1]);
WriteCoord(MSG_MULTICAST, vecDir[2]);
WriteFloat(MSG_MULTICAST, flForce);
msg_entity = __NULL__;
multicast(vecOrigin, 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("{yblood%d", floor(random(1,7))));
else {
decal_pickwall(self, self.origin);
pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1);
}
}
if (cvar("violence_agibs") <= 0) {
return;
}
makevectors(vecDir);
vecDir = v_forward;
for (int i = 0; i < 5; i++) {
vector vel = vecDir;
vel += random(-1,1) * v_right;
vel += random(-1,1) * v_up;
vel *= flForce;
vel += [0,0,80];
entity gibb = spawn();
setmodel(gibb, g_agibs[i]);
setorigin(gibb, vecOrigin);
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(vecOrigin, "common/bodysplat.wav", 1, ATTN_NORM);
#endif
}

View file

@ -1,94 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <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)
{
for (int i = 0; i < g_hgibs.length; i++)
precache_model(g_hgibs[i]);
precache_sound("common/bodysplat.wav");
}
#endif
void
FX_GibHuman(vector vecOrigin, vector vecDir, float flForce)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_GIBHUMAN);
WriteCoord(MSG_MULTICAST, vecOrigin[0]);
WriteCoord(MSG_MULTICAST, vecOrigin[1]);
WriteCoord(MSG_MULTICAST, vecOrigin[2]);
WriteCoord(MSG_MULTICAST, vecDir[0]);
WriteCoord(MSG_MULTICAST, vecDir[1]);
WriteCoord(MSG_MULTICAST, vecDir[2]);
WriteFloat(MSG_MULTICAST, flForce);
msg_entity = __NULL__;
multicast(vecOrigin, 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;
}
makevectors(vecDir);
vecDir = v_forward;
for (int i = 0; i < 5; i++) {
vector vel = vecDir;
vel += random(-1,1) * v_right;
vel += random(-1,1) * v_up;
vel *= flForce;
vel += [0,0,80];
entity gibb = spawn();
setmodel(gibb, g_hgibs[i]);
setorigin(gibb, vecOrigin);
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(vecOrigin, "common/bodysplat.wav", 1, ATTN_NORM);
#endif
}

View file

@ -12,8 +12,6 @@ fx_blood.qc
fx_gaussbeam.qc
fx_breakmodel.qc
fx_explosion.qc
fx_gibalien.qc
fx_gibhuman.qc
fx_spark.qc
fx_corpse.qc
fx_impact.qc

View file

@ -39,10 +39,12 @@
"actor_alien"
{
"breakable_model" "gibs_alien"
"breakable_count" "4"
}
"actor_human"
{
"breakable_model" "gibs_human"
"breakable_count" "6"
}