//Called from PhysicsSimulate() or ReceiveMessage() bool CDHLProjectile::OnTouch( trace_t &touchtr, bool bDecalOnly /*= false*/, ITraceFilter* pTraceFilter /*= NULL*/ ) { //Direction Vector vecDir = touchtr.endpos - touchtr.startpos; if ( vecDir == vec3_origin ) //Sometimes endpos==startpos so we need to get dir from velocity instead { #ifdef CLIENT_DLL vecDir = GetLocalVelocity(); #else vecDir = m_vecCurVelocity; #endif VectorNormalize( vecDir ); } CBaseEntity* ent = touchtr.m_pEnt; if ( !ent ) return false; if ( touchtr.DidHit() ) { //Never collide with self, shooter, or other projectiles if ( ent == this || dynamic_cast<CDHLProjectile*>(ent) || ent == (CBaseEntity*)m_pShooter ) //|| ( (m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE) && (ent == m_pFiringWeapon) ) ) //Combat knife - don't collide with weapon ent return false; //Hack: Sometimes hits are registered prematurely (usually to the torso area) with no hitbox. Pretend nothing happened unless one is found. if ( ent->IsPlayer() && touchtr.hitgroup == 0 ) return false; //Check friendly fire if ( CheckFriendlyFire( ent ) ) { if ( !bDecalOnly ) { ClearMultiDamage(); //Do damage CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET ); if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE ) { //CalculateMeleeDamageForce( &dmgInfo, vecDir, touchtr.endpos, 0.01f ); Vector vecForce = vecDir; VectorNormalize( vecForce ); //vecForce *= 10.0f; //Ripped from C_ClientRagdoll::ImpactTrace dmgInfo.SetDamageForce( vecForce ); #ifndef CLIENT_DLL if ( IsOnFire() ) { CBaseAnimating* pBAnim = dynamic_cast<CBaseAnimating*>(ent); if ( pBAnim ) pBAnim->Ignite( 10.0f, false ); } #endif } else CalculateBulletDamageForce( &dmgInfo, m_iAmmoType, vecDir, touchtr.endpos, 1.0f ); dmgInfo.SetDamagePosition( touchtr.endpos ); ent->DispatchTraceAttack( dmgInfo, vecDir, &touchtr ); ApplyMultiDamage(); } #ifdef CLIENT_DLL if ( ent->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) return false; //Decals and such if ( !( touchtr.surface.flags & SURF_SKY ) && !touchtr.allsolid ) { IPredictionSystem::SuppressEvents( false ); if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) ) { UTIL_ImpactTrace( &touchtr, DMG_BULLET ); } if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE ) PlayImpactSound( touchtr.m_pEnt, touchtr, touchtr.endpos, touchtr.surface.surfaceProps ); IPredictionSystem::SuppressEvents( !prediction->IsFirstTimePredicted() ); } #endif } if ( pTraceFilter && m_iType != DHL_PROJECTILE_TYPE_COMBATKNIFE ) { PenetrationData_t nPenetrationData = DHLShared::TestPenetration( touchtr, m_pShooter, pTraceFilter, m_iTimesPenetrated, m_flDistanceTravelled, m_iAmmoType ); if ( nPenetrationData.m_bShouldPenetrate ) { m_flDistanceTravelled += GetLocalOrigin().DistTo( nPenetrationData.m_vecNewBulletPos ); MoveProjectileToPosition( nPenetrationData.m_vecNewBulletPos ); m_iTimesPenetrated++; return true; //Keep going - but don't do anything else in this frame of PhysicsSimulate() } } //We're done unless what we hit was breakable glass if ( ent->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS ) { #ifdef CLIENT_DLL m_bCollided = true; AddEffects( EF_NODRAW ); if ( m_pTrail ) //NULL pointer here sometimes somehow... m_pTrail->AddEffects( EF_NODRAW ); #else EntityMessageBegin( this ); WRITE_BYTE( MSG_NOTIFY_REMOVAL ); MessageEnd(); if ( touchtr.DidHitWorld() && m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE && !( touchtr.surface.flags & SURF_SKY ) ) { CBaseCombatWeapon* pKnifeEnt = assert_cast<CBaseCombatWeapon*>(CreateEntityByName( "weapon_combatknife" )); if ( pKnifeEnt ) { pKnifeEnt->AddSpawnFlags( SF_NORESPAWN ); //Needed for weapon spawn & VPhysics setup to work correctly pKnifeEnt->SetAbsOrigin( touchtr.endpos ); QAngle angles = vec3_angle; Vector vecKnifeDir = touchtr.startpos - touchtr.endpos; VectorAngles( vecKnifeDir, angles ); angles[PITCH] -= 15.0f; //Correct for the .mdl being offset a bit pKnifeEnt->SetLocalAngles( angles ); DispatchSpawn( pKnifeEnt ); //Spawns vphys object and sets it up, essentially a copy of CWeaponHL2MPBase::FallInit() pKnifeEnt->VPhysicsDestroyObject(); //Using SOLID_VPHYSICS instead of SOLID_BBOX (as ordinary weapons do) helps resolve some of the client side collision oddities Assert( pKnifeEnt->VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE | FSOLID_TRIGGER, true ) ); pKnifeEnt->SetPickupTouch(); //Sets up automagic removal after time IPhysicsObject* pKnifePhys = pKnifeEnt->VPhysicsGetObject(); if ( pKnifePhys ) { //Knives are solid to bullets...the only way to make them non-solid to bullets is to do SetSolid( SOLID_NONE ) or AddSolidFlags( FSOLID_NOT_SOLID ) //which breaks the +use pickup even with FSOLID_TRIGGER set. Let's just call it a feature :) pKnifePhys->EnableMotion( false ); pKnifePhys->EnableCollisions( false ); } if ( IsOnFire() ) pKnifeEnt->Ignite( 10.0f, false ); } } //SetThink( &CDHLProjectile::SUB_Remove ); //SetNextThink( gpGlobals->curtime + 0.1 ); //SUB_Remove(); //SetMoveType( MOVETYPE_NONE ); m_flRemoveAt = gpGlobals->curtime + 0.1f; //Give the notification message a head start so that the client will have time to react #endif } } return true; }
//----------------------------------------------------------------------------- // Purpose: This runs on both the client and the server. On the server, it // only does the damage calculations. On the client, it does all the effects. //----------------------------------------------------------------------------- void FX_FireBullets( int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles, int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ ) { // Get the weapon information. const char *pszWeaponAlias = WeaponIdToAlias( iWeapon ); if ( !pszWeaponAlias ) { DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon ); return; } WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias ); if ( hWpnInfo == GetInvalidWeaponInfoHandle() ) { DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias ); return; } CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) ); if( !pWeaponInfo ) return; bool bDoEffects = false; #ifdef CLIENT_DLL C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) ); #else CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) ); #endif if ( !pPlayer ) return; // Client specific. #ifdef CLIENT_DLL bDoEffects = true; // The minigun has custom sound & animation code to deal with its windup/down. if ( !pPlayer->IsLocalPlayer() && iWeapon != TF_WEAPON_MINIGUN ) { // Fire the animation event. if ( pPlayer && !pPlayer->IsDormant() ) { if ( iMode == TF_WEAPON_PRIMARY_MODE ) { pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); } else { pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY ); } } //FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo ); } // Server specific. #else // If this is server code, send the effect over to client as temp entity and // dispatch one message for all the bullet impacts and sounds. TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical ); // Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation. pPlayer->NoteWeaponFired(); #endif // Fire bullets, calculate impacts & effects. StartGroupingSounds(); #if !defined (CLIENT_DLL) // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif // Get the shooting angles. Vector vecShootForward, vecShootRight, vecShootUp; AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp ); // Initialize the static firing information. FireBulletsInfo_t fireInfo; fireInfo.m_vecSrc = vecOrigin; if ( flDamage < 0.0f ) { fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage; } else { fireInfo.m_flDamage = static_cast<int>(flDamage); } fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange; fireInfo.m_iShots = 1; fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f ); fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType; // Setup the bullet damage type & roll for crit. int nDamageType = DMG_GENERIC; int nCustomDamageType = TF_DMG_CUSTOM_NONE; CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon(); if ( pWeapon ) { nDamageType = pWeapon->GetDamageType(); if ( pWeapon->IsCurrentAttackACrit() || bCritical ) { nDamageType |= DMG_CRITICAL; } nCustomDamageType = pWeapon->GetCustomDamageType(); } if ( iWeapon != TF_WEAPON_MINIGUN ) { fireInfo.m_iTracerFreq = 2; } // Reset multi-damage structures. ClearMultiDamage(); int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot; for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet ) { // Initialize random system with this seed. RandomSeed( iSeed ); // Determine if the first bullet should be perfectly accurate. bool bPerfectAccuracy = false; if ( pWeapon && iBullet == 0 ) { float flFireInterval = gpGlobals->curtime - pWeapon->GetLastFireTime(); if ( nBulletsPerShot == 1 ) bPerfectAccuracy = flFireInterval > 1.25f; else bPerfectAccuracy = flFireInterval > 0.25f; } float x = 0.0f; float y = 0.0f; // tf_use_fixed_weapon_spread calculations go here. if ( !bPerfectAccuracy ) { // Get circular gaussian spread. x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 ); y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 ); } // Initialize the varialbe firing information. fireInfo.m_vecDirShooting = vecShootForward + ( x * flSpread * vecShootRight ) + ( y * flSpread * vecShootUp ); fireInfo.m_vecDirShooting.NormalizeInPlace(); // Fire a bullet. pPlayer->FireBullet( fireInfo, bDoEffects, nDamageType, nCustomDamageType ); // Use new seed for next bullet. ++iSeed; } // Apply damage if any. ApplyMultiDamage(); #if !defined (CLIENT_DLL) lagcompensation->FinishLagCompensation( pPlayer ); #endif EndGroupingSounds(); }
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if ( flRadius ) falloff = flDamage / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER); vecSrc.z += 1;// in case grenade is lying on the ground if ( !pevAttacker ) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL) { if ( pEntity->pev->takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget( vecSrc ); UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) {// the explosion can 'see' this entity, so hurt them! if (tr.fStartSolid) { // if we're stuck inside them, fixup the position and distance tr.vecEndPos = vecSrc; tr.flFraction = 0.0; } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff; flAdjustedDamage = flDamage - flAdjustedDamage; if ( flAdjustedDamage < 0 ) { flAdjustedDamage = 0; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if (tr.flFraction != 1.0) { ClearMultiDamage( ); pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } }
//----------------------------------------------------------------------------- // Purpose: // Input : *pOther - //----------------------------------------------------------------------------- void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) { if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return; if ( pOther->m_takedamage != DAMAGE_NO ) { trace_t tr, tr2; tr = BaseClass::GetTouchTrace(); Vector vecNormalizedVel = GetAbsVelocity(); ClearMultiDamage(); VectorNormalize( vecNormalizedVel ); if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB ); dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } else { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } ApplyMultiDamage(); //Adrian: keep going through the glass. if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) return; SetAbsVelocity( Vector( 0, 0, 0 ) ); // play body "thwack" sound EmitSound( "Weapon_Crossbow.BoltHitBody" ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 ); if ( tr2.fraction != 1.0f ) { // NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); // NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) { CEffectData data; data.m_vOrigin = tr2.endpos; data.m_vNormal = vForward; data.m_nEntIndex = tr2.fraction != 1.0f; DispatchEffect( "BoltImpact", data ); } } SetTouch( NULL ); SetThink( NULL ); UTIL_Remove( this ); } else { trace_t tr; tr = BaseClass::GetTouchTrace(); // See if we struck the world if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) { EmitSound( "Weapon_Crossbow.BoltHitWorld" ); // if what we hit is static architecture, can stay around for a while. Vector vecDir = GetAbsVelocity(); float speed = VectorNormalize( vecDir ); // See if we should reflect off this surface float hitDot = DotProduct( tr.plane.normal, -vecDir ); if ( ( hitDot < 0.5f ) && ( speed > 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); //FIXME: We actually want to stick (with hierarchy) to what we've hit SetMoveType( MOVETYPE_NONE ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); CEffectData data; data.m_vOrigin = tr.endpos; data.m_vNormal = vForward; data.m_nEntIndex = 0; DispatchEffect( "BoltImpact", data ); UTIL_ImpactTrace( &tr, DMG_BULLET ); AddEffects( EF_NODRAW ); SetTouch( NULL ); SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); if ( m_pGlowSprite != NULL ) { m_pGlowSprite->TurnOn(); m_pGlowSprite->FadeAndDie( 3.0f ); } } // Shoot some sparks if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) { g_pEffects->Sparks( GetAbsOrigin() ); } } else { // Put a mark unless we've hit the sky if ( ( tr.surface.flags & SURF_SKY ) == false ) { UTIL_ImpactTrace( &tr, DMG_BULLET ); } UTIL_Remove( this ); } } if ( g_pGameRules->IsMultiplayer() ) { // SetThink( &CCrossbowBolt::ExplodeThink ); // SetNextThink( gpGlobals->curtime + 0.1f ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CUnitBase::FireBullets( const FireBulletsInfo_t &info ) { VPROF_BUDGET( "CUnitBase::FireBullets", VPROF_BUDGETGROUP_UNITS ); static int tracerCount; trace_t tr; CAmmoDef* pAmmoDef = GetAmmoDef(); int nDamageType = pAmmoDef->DamageType(info.m_iAmmoType); //int nAmmoFlags = pAmmoDef->Flags(info.m_iAmmoType); int iNumShots; float flActualDamage; // the default attacker is ourselves CBaseEntity *pAttacker = info.m_pAttacker ? info.m_pAttacker : this; ClearMultiDamage(); g_MultiDamage.SetDamageType( nDamageType | DMG_NEVERGIB ); Vector vecDir; Vector vecEnd; // Adjust spread to accuracy Vector vecSpread( info.m_vecSpread ); //vecSpread.x = sin( ( (asin( info.m_vecSpread.x ) * 2.0f) * m_fAccuracy ) / 2.0f ); //vecSpread.y = sin( ( (asin( info.m_vecSpread.y ) * 2.0f) * m_fAccuracy ) / 2.0f ); //vecSpread.z = sin( ( (asin( info.m_vecSpread.z ) * 2.0f) * m_fAccuracy ) / 2.0f ); // Skip multiple entities when tracing CWarsBulletsFilter traceFilter( this, COLLISION_GROUP_NONE ); traceFilter.SetPassEntity( this ); // Standard pass entity for THIS so that it can be easily removed from the list after passing through a portal traceFilter.AddEntityToIgnore( info.m_pAdditionalIgnoreEnt ); CShotManipulator Manipulator( info.m_vecDirShooting ); iNumShots = info.m_iShots; flActualDamage = info.m_flDamage; if ( flActualDamage == 0.0 ) { flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType ); } flActualDamage *= m_fAccuracy; // Pretty much a damage modifier for (int iShot = 0; iShot < iNumShots; iShot++) { //vecDir = info.m_vecDirShooting; vecDir = Manipulator.ApplySpread( vecSpread ); vecEnd = info.m_vecSrc + vecDir * info.m_flDistance; AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr); if( unit_debugfirebullets.GetBool() ) { #ifdef CLIENT_DLL NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 0, 0, 255, 0.1f); NDebugOverlay::Line(info.m_vecSrc, tr.endpos, 0, 255, 0, 255, 0.1f); #else NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 255, 0, 255, 0.1f); NDebugOverlay::Line(info.m_vecSrc, tr.endpos, 0, 255, 255, 255, 0.1f); #endif // CLIENT_DLL } // Make sure given a valid bullet type if (info.m_iAmmoType == -1) { DevMsg("ERROR: Undefined ammo type!\n"); return; } Vector vecTracerDest = tr.endpos; // do damage, paint decals if (tr.fraction != 1.0) { CTakeDamageInfo dmgInfo( pAttacker, pAttacker, flActualDamage, nDamageType ); CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos ); dmgInfo.ScaleDamageForce( info.m_flDamageForceScale ); dmgInfo.SetAmmoType( info.m_iAmmoType ); (dynamic_cast<CBaseEntity *>(tr.m_pEnt))->DispatchTraceAttack( dmgInfo, vecDir, &tr ); // Effects only, FireBullets should be called on the client. // Dispatching on the server generates far too many events/data! #ifdef CLIENT_DLL DoImpactEffect( tr, nDamageType ); Vector vecTracerSrc = vec3_origin; ComputeTracerStartPosition( info.m_vecSrc, &vecTracerSrc ); trace_t Tracer; Tracer = tr; Tracer.endpos = vecTracerDest; MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) ); #endif // CLIENT_DLL } } #ifdef GAME_DLL ApplyMultiDamage(); #endif // GAME_DLL }
void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if (flRadius) falloff = flDamage / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER); // in case grenade is lying on the ground vecSrc.z += 1; if (!pevAttacker) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL) { if (pEntity->pev->takedamage != DAMAGE_NO) { // UNDONE: this should check a damage mask, not an ignore if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore) continue; // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget(vecSrc); UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr); if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict()) { if (tr.fStartSolid) { tr.vecEndPos = vecSrc; tr.flFraction = 0; } flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff; if (flAdjustedDamage < 0) flAdjustedDamage = 0; else if (flAdjustedDamage > 75) flAdjustedDamage = 75; if (tr.flFraction == 1.0f) pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType); else { ClearMultiDamage(); pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType); ApplyMultiDamage(pevInflictor, pevAttacker); } } } } }
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) { Vector vecDest = vecOrigSrc + vecDir * 2048; edict_t *pentIgnore; TraceResult tr; pentIgnore = m_pPlayer->edict(); Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; // ALERT( at_console, "." ); UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); if (tr.fAllSolid) return; #ifndef CLIENT_DLL CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity == NULL) return; if ( g_pGameRules->IsMultiplayer() ) { if ( m_pSprite && pEntity->pev->takedamage ) { m_pSprite->pev->effects &= ~EF_NODRAW; } else if ( m_pSprite ) { m_pSprite->pev->effects |= EF_NODRAW; } } #endif float timedist; switch ( m_fireMode ) { case FIRE_NARROW: #ifndef CLIENT_DLL if ( pev->dmgtime < gpGlobals->time ) { // Narrow mode only does damage to the entity it hits ClearMultiDamage(); if (pEntity->pev->takedamage) { pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM ); } ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); if ( g_pGameRules->IsMultiplayer() ) { // multiplayer uses 1 ammo every 1/10th second if ( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; } } else { // single player, use 3 ammo/second if ( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.166; } } pev->dmgtime = gpGlobals->time + GetPulseInterval(); } #endif timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval(); break; case FIRE_WIDE: #ifndef CLIENT_DLL if ( pev->dmgtime < gpGlobals->time ) { // wide mode does damage to the ent, and radius damage ClearMultiDamage(); if (pEntity->pev->takedamage) { pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB); } ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); if ( g_pGameRules->IsMultiplayer() ) { // radius damage a little more potent in multiplayer. ::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB ); } if ( !m_pPlayer->IsAlive() ) return; if ( g_pGameRules->IsMultiplayer() ) { //multiplayer uses 5 ammo/second if ( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.2; } } else { // Wide mode uses 10 charges per second in single player if ( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; } } pev->dmgtime = gpGlobals->time + GetDischargeInterval(); if ( m_shakeTime < gpGlobals->time ) { UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 ); m_shakeTime = gpGlobals->time + 1.5; } } #endif timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval(); break; } if ( timedist < 0 ) timedist = 0; else if ( timedist > 1 ) timedist = 1; timedist = 1-timedist; UpdateEffect( tmpSrc, tr.vecEndPos, timedist ); }
void CGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore ) { const int MASK_RADIUS_DAMAGE = MASK_SHOT&(~CONTENTS_HITBOX); CBaseEntity *pEntity = NULL; trace_t tr; float flAdjustedDamage, falloff; Vector vecSpot; Vector vecSrc = vecSrcIn; if ( flRadius ) falloff = info.GetDamage() / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false; #ifdef HL2_DLL if( bInWater ) { // Only muffle the explosion if deeper than 2 feet in water. if( !(UTIL_PointContents(vecSrc + Vector(0, 0, 24)) & MASK_WATER) ) { bInWater = false; } } #endif // HL2_DLL vecSrc.z += 1;// in case grenade is lying on the ground float flHalfRadiusSqr = Square( flRadius / 2.0f ); // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( vecSrc, flRadius ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() ) { // This value is used to scale damage when the explosion is blocked by some other object. float flBlockedDamagePercent = 0.0f; if ( pEntity == pEntityIgnore ) continue; if ( pEntity->m_takedamage == DAMAGE_NO ) continue; // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->GetWaterLevel() == 0) continue; if (!bInWater && pEntity->GetWaterLevel() == 3) continue; // Check that the explosion can 'see' this entity. vecSpot = pEntity->BodyTarget( vecSrc, false ); UTIL_TraceLine( vecSrc, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if( old_radius_damage.GetBool() ) { if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity ) continue; } else { if ( tr.fraction != 1.0 ) { if ( IsExplosionTraceBlocked(&tr) ) { if( ShouldUseRobustRadiusDamage( pEntity ) ) { if( vecSpot.DistToSqr( vecSrc ) > flHalfRadiusSqr ) { // Only use robust model on a target within one-half of the explosion's radius. continue; } Vector vecToTarget = vecSpot - tr.endpos; VectorNormalize( vecToTarget ); // We're going to deflect the blast along the surface that // interrupted a trace from explosion to this target. Vector vecUp, vecDeflect; CrossProduct( vecToTarget, tr.plane.normal, vecUp ); CrossProduct( tr.plane.normal, vecUp, vecDeflect ); VectorNormalize( vecDeflect ); // Trace along the surface that intercepted the blast... UTIL_TraceLine( tr.endpos, tr.endpos + vecDeflect * ROBUST_RADIUS_PROBE_DIST, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 10 ); // ...to see if there's a nearby edge that the explosion would 'spill over' if the blast were fully simulated. UTIL_TraceLine( tr.endpos, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 10 ); if( tr.fraction != 1.0 && tr.DidHitWorld() ) { // Still can't reach the target. continue; } // else fall through } else { continue; } } // UNDONE: Probably shouldn't let children block parents either? Or maybe those guys should set their owner if they want this behavior? // HL2 - Dissolve damage is not reduced by interposing non-world objects if( tr.m_pEnt && tr.m_pEnt != pEntity && tr.m_pEnt->GetOwnerEntity() != pEntity ) { // Some entity was hit by the trace, meaning the explosion does not have clear // line of sight to the entity that it's trying to hurt. If the world is also // blocking, we do no damage. CBaseEntity *pBlockingEntity = tr.m_pEnt; //Msg( "%s may be blocked by %s...", pEntity->GetClassname(), pBlockingEntity->GetClassname() ); UTIL_TraceLine( vecSrc, vecSpot, CONTENTS_SOLID, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if( tr.fraction != 1.0 ) { continue; } // Now, if the interposing object is physics, block some explosion force based on its mass. if( pBlockingEntity->VPhysicsGetObject() ) { const float MASS_ABSORB_ALL_DAMAGE = 350.0f; float flMass = pBlockingEntity->VPhysicsGetObject()->GetMass(); float scale = flMass / MASS_ABSORB_ALL_DAMAGE; // Absorbed all the damage. if( scale >= 1.0f ) { continue; } ASSERT( scale > 0.0f ); flBlockedDamagePercent = scale; //Msg(" Object (%s) weighing %fkg blocked %f percent of explosion damage\n", pBlockingEntity->GetClassname(), flMass, scale * 100.0f); } else { // Some object that's not the world and not physics. Generically block 25% damage flBlockedDamagePercent = 0.25f; } } } } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.endpos ).Length() * falloff; flAdjustedDamage = info.GetDamage() - flAdjustedDamage; if ( flAdjustedDamage <= 0 ) { continue; } // the explosion can 'see' this entity, so hurt them! if (tr.startsolid) { // if we're stuck inside them, fixup the position and distance tr.endpos = vecSrc; tr.fraction = 0.0; } CTakeDamageInfo adjustedInfo = info; //Msg("%s: Blocked damage: %f percent (in:%f out:%f)\n", pEntity->GetClassname(), flBlockedDamagePercent * 100, flAdjustedDamage, flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) ); adjustedInfo.SetDamage( flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) ); // Now make a consideration for skill level! if( info.GetAttacker() && info.GetAttacker()->IsPlayer() && pEntity->IsNPC() ) { // An explosion set off by the player is harming an NPC. Adjust damage accordingly. adjustedInfo.AdjustPlayerDamageInflictedForSkillLevel(); } Vector dir = vecSpot - vecSrc; VectorNormalize( dir ); // If we don't have a damage force, manufacture one if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin ) { if ( !( adjustedInfo.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE ) ) { CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc ); } } else { // Assume the force passed in is the maximum force. Decay it based on falloff. float flForce = adjustedInfo.GetDamageForce().Length() * falloff; adjustedInfo.SetDamageForce( dir * flForce ); adjustedInfo.SetDamagePosition( vecSrc ); } if ( tr.fraction != 1.0 && pEntity == tr.m_pEnt ) { ClearMultiDamage( ); pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr ); ApplyMultiDamage(); } else { pEntity->TakeDamage( adjustedInfo ); } // Now hit all triggers along the way that respond to damage... pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir ); #if defined( GAME_DLL ) if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && ToBaseCombatCharacter( tr.m_pEnt ) ) { // This is a total hack!!! bool bIsPrimary = true; CBasePlayer *player = ToBasePlayer( info.GetAttacker() ); CBaseCombatWeapon *pWeapon = player->GetActiveWeapon(); if ( pWeapon && FClassnameIs( pWeapon, "weapon_smg1" ) ) { bIsPrimary = false; } gamestats->Event_WeaponHit( player, bIsPrimary, (pWeapon != NULL) ? player->GetActiveWeapon()->GetClassname() : "NULL", info ); } #endif } }
/* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Players, uses the random seed generator to sync client and server side shots. ================ */ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand ) { static int tracerCount; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; float x, y, z; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for ( ULONG iShot = 1; iShot <= cShots; iShot++ ) { //Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 ); y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 ); z = x * x + y * y; Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr); // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if ( iDamage ) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } else switch(iBulletType) { default: case BULLET_PLAYER_9MM: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_BUCKSHOT: // make distance based! pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_357: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); break; case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); } ApplyMultiDamage(pev, pevAttacker); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); }
void CDODPlayer::FireBullets( const FireBulletsInfo_t &info ) { trace_t tr; trace_t reverseTr; //Used to find exit points static int iMaxPenetrations = 6; int iPenetrations = 0; float flDamage = info.m_iDamage; //Remaining damage in the bullet Vector vecSrc = info.m_vecSrc; Vector vecEnd = vecSrc + info.m_vecDirShooting * info.m_flDistance; static int iTraceMask = ( ( MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX | CONTENTS_PRONE_HELPER ) & ~CONTENTS_GRATE ); CBaseEntity *pLastHitEntity = this; // start with us so we don't trace ourselves int iDamageType = GetAmmoDef()->DamageType( info.m_iAmmoType ); int iCollisionGroup = COLLISION_GROUP_NONE; #ifdef GAME_DLL bool iNumHeadshots = 0; #endif while ( flDamage > 0 && iPenetrations < iMaxPenetrations ) { //DevMsg( 2, "penetration: %d, starting dmg: %.1f\n", iPenetrations, flDamage ); CBaseEntity *pPreviousHit = pLastHitEntity; // skip the shooter always CTraceFilterSkipTwoEntities ignoreShooterAndPrevious( this, pPreviousHit, iCollisionGroup ); UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &ignoreShooterAndPrevious, &tr ); const float rayExtension = 40.0f; UTIL_ClipTraceToPlayers( vecSrc, vecEnd + info.m_vecDirShooting * rayExtension, iTraceMask, &ignoreShooterAndPrevious, &tr ); if ( tr.fraction == 1.0f ) break; // we didn't hit anything, stop tracing shoot // New hitbox code that uses hitbox groups instead of trying to trace // through the player if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { switch( tr.hitgroup ) { #ifdef GAME_DLL case HITGROUP_HEAD: { if ( tr.m_pEnt->GetTeamNumber() != GetTeamNumber() ) { iNumHeadshots++; } } break; #endif case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: { //DevMsg( 2, "Hit arms, tracing against alt hitboxes.. \n" ); CDODPlayer *pPlayer = ToDODPlayer( tr.m_pEnt ); // set hitbox set to "dod_no_arms" pPlayer->SetHitboxSet( 1 ); trace_t newTr; // re-fire the trace UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &ignoreShooterAndPrevious, &newTr ); // if we hit the same player in the chest if ( tr.m_pEnt == newTr.m_pEnt ) { //DevMsg( 2, ".. and we hit the chest.\n" ); Assert( tr.hitgroup != newTr.hitgroup ); // If we hit this, hitbox sets are broken // use that damage instead tr = newTr; } // set hitboxes back to "dod" pPlayer->SetHitboxSet( 0 ); } break; default: break; } } pLastHitEntity = tr.m_pEnt; if ( sv_showimpacts.GetBool() ) { #ifdef CLIENT_DLL // draw red client impact markers debugoverlay->AddBoxOverlay( tr.endpos, Vector(-1,-1,-1), Vector(1,1,1), QAngle(0,0,0), 255, 0, 0, 127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { C_BasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawClientHitboxes( 4, true ); } #else // draw blue server impact markers NDebugOverlay::Box( tr.endpos, Vector(-1,-1,-1), Vector(1,1,1), 0,0,255,127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { CBasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawServerHitboxes( 4, true ); } #endif } #ifdef CLIENT_DLL // See if the bullet ended up underwater + started out of the water if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) { trace_t waterTrace; UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, iCollisionGroup, &waterTrace ); if( waterTrace.allsolid != 1 ) { CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat( 8, 12 ); if ( waterTrace.contents & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect( "gunshotsplash", data ); } } else { //Do Regular hit effects // Don't decal nodraw surfaces if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) ) { CBaseEntity *pEntity = tr.m_pEnt; if ( !( !friendlyfire.GetBool() && pEntity && pEntity->GetTeamNumber() == GetTeamNumber() ) ) { UTIL_ImpactTrace( &tr, iDamageType ); } } } #endif // Get surface where the bullet entered ( if it had different surfaces on enter and exit ) surfacedata_t *pSurfaceData = physprops->GetSurfaceData( tr.surface.surfaceProps ); Assert( pSurfaceData ); float flMaterialMod = GetDensityFromMaterial(pSurfaceData); if ( iDamageType & DMG_MACHINEGUN ) { flMaterialMod *= 0.65; } // try to penetrate object Vector penetrationEnd; float flMaxDistance = flDamage / flMaterialMod; #ifndef CLIENT_DLL ClearMultiDamage(); float flActualDamage = flDamage; CTakeDamageInfo dmgInfo( info.m_pAttacker, info.m_pAttacker, flActualDamage, iDamageType ); CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, info.m_vecDirShooting, tr.endpos ); tr.m_pEnt->DispatchTraceAttack( dmgInfo, info.m_vecDirShooting, &tr ); DevMsg( 2, "Giving damage ( %.1f ) to entity of type %s\n", flActualDamage, tr.m_pEnt->GetClassname() ); TraceAttackToTriggers( dmgInfo, tr.startpos, tr.endpos, info.m_vecDirShooting ); #endif int stepsize = 16; // displacement always stops the bullet if ( tr.IsDispSurface() ) { DevMsg( 2, "bullet was stopped by displacement\n" ); ApplyMultiDamage(); break; } // trace through the solid to find the exit point and how much material we went through if ( !TraceToExit( tr.endpos, info.m_vecDirShooting, penetrationEnd, stepsize, flMaxDistance ) ) { DevMsg( 2, "bullet was stopped\n" ); ApplyMultiDamage(); break; } // find exact penetration exit CTraceFilterSimple ignoreShooter( this, iCollisionGroup ); UTIL_TraceLine( penetrationEnd, tr.endpos, iTraceMask, &ignoreShooter, &reverseTr ); // Now we can apply the damage, after we have traced the entity // so it doesn't break or die before we have a change to test against it #ifndef CLIENT_DLL ApplyMultiDamage(); #endif // Continue looking for the exit point if( reverseTr.m_pEnt != tr.m_pEnt && reverseTr.m_pEnt != NULL ) { // something was blocking, trace again CTraceFilterSkipTwoEntities ignoreShooterAndBlocker( this, reverseTr.m_pEnt, iCollisionGroup ); UTIL_TraceLine( penetrationEnd, tr.endpos, iTraceMask, &ignoreShooterAndBlocker, &reverseTr ); } if ( sv_showimpacts.GetBool() ) { debugoverlay->AddLineOverlay( penetrationEnd, reverseTr.endpos, 255, 0, 0, true, 3.0 ); } // penetration was successful #ifdef CLIENT_DLL // bullet did penetrate object, exit Decal if ( !( reverseTr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) ) { CBaseEntity *pEntity = reverseTr.m_pEnt; if ( !( !friendlyfire.GetBool() && pEntity && pEntity->GetTeamNumber() == GetTeamNumber() ) ) { UTIL_ImpactTrace( &reverseTr, iDamageType ); } } #endif //setup new start end parameters for successive trace // New start point is our last exit point vecSrc = reverseTr.endpos + /* 1.0 * */ info.m_vecDirShooting; // Reduce bullet damage by material and distanced travelled through that material // if it is < 0 we won't go through the loop again float flTraceDistance = VectorLength( reverseTr.endpos - tr.endpos ); flDamage -= flMaterialMod * flTraceDistance; if( flDamage > 0 ) { DevMsg( 2, "Completed penetration, new damage is %.1f\n", flDamage ); } else { DevMsg( 2, "bullet was stopped\n" ); } iPenetrations++; } #ifdef GAME_DLL HandleHeadshotAchievement( iNumHeadshots ); #endif }
void CGrenade::BounceTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade if ( pOther->edict() == pev->owner ) return; // only do damage if we're moving fairly fast if( m_flNextAttack < gpGlobals->time && GetAbsVelocity().Length() > 100 ) { entvars_t *pevOwner = VARS( pev->owner ); if( pevOwner ) { TraceResult tr = UTIL_GetGlobalTrace( ); ClearMultiDamage( ); pOther->TraceAttack( pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB ); ApplyMultiDamage( pev, pevOwner ); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. // trimming the Z velocity a bit seems to help quite a bit. vecTestVelocity = GetAbsVelocity(); vecTestVelocity.z *= 0.45; if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) { //ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // go ahead and emit the danger sound. // register a radius louder than the explosion, so we make sure everyone gets out of the way CSoundEnt::InsertSound ( bits_SOUND_DANGER, GetAbsOrigin(), pev->dmg / 0.4, 0.3 ); m_fRegisteredSound = TRUE; } if( pev->flags & FL_ONGROUND ) { // add a bit of static friction Vector vecVelocity = GetAbsVelocity(); vecVelocity *= 0.8f; SetAbsVelocity( vecVelocity ); pev->sequence = RANDOM_LONG( 1, 1 ); } else { // play bounce sound BounceSound(); } pev->framerate = GetAbsVelocity().Length() / 200.0; if( pev->framerate > 1.0 ) pev->framerate = 1; else if( pev->framerate < 0.5 ) pev->framerate = 0; }
void CNihilanthHVR :: ZapThink( void ) { pev->nextthink = gpGlobals->time + 0.05; // check world boundaries if (m_hEnemy == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) { SetTouch( NULL ); UTIL_Remove( this ); return; } if (pev->velocity.Length() < 2000) { pev->velocity = pev->velocity * 1.2; } // MovetoTarget( m_hEnemy->Center( ) ); if ((m_hEnemy->Center() - pev->origin).Length() < 256) { TraceResult tr; UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, edict(), &tr ); CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity != NULL && pEntity->pev->takedamage) { ClearMultiDamage( ); pEntity->TraceAttack( pev, gSkillData.nihilanthZap, pev->velocity, &tr, DMG_SHOCK ); ApplyMultiDamage( pev, pev ); } MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( entindex() ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate WRITE_BYTE( 3 ); // life WRITE_BYTE( 20 ); // width WRITE_BYTE( 20 ); // noise WRITE_BYTE( 64 ); // r, g, b WRITE_BYTE( 196 ); // r, g, b WRITE_BYTE( 255); // r, g, b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 10 ); // speed MESSAGE_END(); UTIL_EmitAmbientSound( edict(), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); SetTouch( NULL ); UTIL_Remove( this ); pev->nextthink = gpGlobals->time + 0.2; return; } pev->frame = (int)(pev->frame + 1) % 11; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); WRITE_SHORT( entindex( ) ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( 128 ); // radius WRITE_BYTE( 128 ); // R WRITE_BYTE( 128 ); // G WRITE_BYTE( 255 ); // B WRITE_BYTE( 10 ); // life * 10 WRITE_COORD( 128 ); // decay MESSAGE_END(); // Crawl( ); }
void CGrenade::BounceTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade if ( pOther->edict() == pev->owner ) return; // Grenades to tend to get "stuck" on sloped surfaces due to the HL physics // system, so move it away from whatever we're colliding with. // Get the surface normal. Vector theVelocityDirection; VectorCopy(pev->velocity, theVelocityDirection); VectorNormalize(theVelocityDirection); Vector theTraceStart; Vector theTraceEnd; VectorMA(pev->origin, -10, theVelocityDirection, theTraceStart); VectorMA(pev->origin, 10, theVelocityDirection, theTraceEnd); TraceResult tr; UTIL_TraceLine(theTraceStart, theTraceEnd, dont_ignore_monsters, dont_ignore_glass, ENT(pev), &tr); if (tr.flFraction < 1) // Should always be the case. { VectorMA(pev->origin, 2, tr.vecPlaneNormal, pev->origin); UTIL_SetOrigin(pev, pev->origin); } // only do damage if we're moving fairly fast if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100) { entvars_t *pevOwner = VARS( pev->owner ); if (pevOwner) { TraceResult tr = UTIL_GetGlobalTrace( ); ClearMultiDamage( ); pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, this->m_damageType); ApplyMultiDamage( pev, pevOwner); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; // pev->avelocity = Vector (300, 300, 300); float theDamageModifier; int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier); int theDamage = this->pev->dmg*theDamageModifier; // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. // trimming the Z velocity a bit seems to help quite a bit. vecTestVelocity = pev->velocity; vecTestVelocity.z *= 0.45; if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) { //ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // go ahead and emit the danger sound. // register a radius louder than the explosion, so we make sure everyone gets out of the way CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, theDamage / 0.4, 0.3 ); m_fRegisteredSound = TRUE; } if (pev->flags & FL_ONGROUND) { // add a bit of static friction pev->velocity = pev->velocity * 0.8; pev->sequence = 0;//RANDOM_LONG( 1, 1 ); } else { // play bounce sound BounceSound(); } pev->framerate = pev->velocity.Length() / 200.0; if (pev->framerate > 1.0) pev->framerate = 1; else if (pev->framerate < 0.5) pev->framerate = 0; pev->velocity = pev->velocity * 0.8; }
int CCrowbar::Swing( int fFirst ) { int fDidHit = FALSE; TraceResult tr; UTIL_MakeVectors (m_pPlayer->pev->v_angle); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); #ifndef CLIENT_DLL if ( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); if ( tr.flFraction < 1.0 ) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); if ( !pHit || pHit->IsBSPModel() ) FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } #endif PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); if ( tr.flFraction >= 1.0 ) { if (fFirst) { // miss m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { switch( ((m_iSwing++) % 2) + 1 ) { case 0: SendWeaponAnim( CROWBAR_ATTACK1HIT ); break; case 1: SendWeaponAnim( CROWBAR_ATTACK2HIT ); break; case 2: SendWeaponAnim( CROWBAR_ATTACK3HIT ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); ClearMultiDamage( ); if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) { // first swing does full damage pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if (pEntity) { if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // play thwack or smack sound switch( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break; } m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; if ( !pEntity->IsAlive() ) return TRUE; else flVol = 0.1; fHitWorld = FALSE; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if (fHitWorld) { float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR); if ( g_pGameRules->IsMultiplayer() ) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; } // also play crowbar strike switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; SetThink( Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; } return fDidHit; }
void CWeaponGravityGun::EffectUpdate( void ) { Vector start, angles, forward, right; trace_t tr; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return; m_viewModelIndex = pOwner->entindex(); // Make sure I've got a view model CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm ) { m_viewModelIndex = vm->entindex(); } pOwner->EyeVectors( &forward, &right, NULL ); start = pOwner->Weapon_ShootPosition(); Vector end = start + forward * 4096; UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); end = tr.endpos; float distance = tr.fraction * 4096; if ( tr.fraction != 1 ) { // too close to the player, drop the object if ( distance < 36 ) { DetachObject(); return; } } if ( m_hObject == NULL && tr.DidHitNonWorldEntity() ) { CBaseEntity *pEntity = tr.m_pEnt; // inform the object what was hit ClearMultiDamage(); pEntity->DispatchTraceAttack( CTakeDamageInfo( pOwner, pOwner, 0, DMG_PHYSGUN ), forward, &tr ); ApplyMultiDamage(); AttachObject( pEntity, start, tr.endpos, distance ); m_lastYaw = pOwner->EyeAngles().y; } // Add the incremental player yaw to the target transform matrix3x4_t curMatrix, incMatrix, nextMatrix; AngleMatrix( m_gravCallback.m_targetRotation, curMatrix ); AngleMatrix( QAngle(0,pOwner->EyeAngles().y - m_lastYaw,0), incMatrix ); ConcatTransforms( incMatrix, curMatrix, nextMatrix ); MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation ); m_lastYaw = pOwner->EyeAngles().y; CBaseEntity *pObject = m_hObject; if ( pObject ) { if ( m_useDown ) { if ( pOwner->m_afButtonPressed & IN_USE ) { m_useDown = false; } } else { if ( pOwner->m_afButtonPressed & IN_USE ) { m_useDown = true; } } if ( m_useDown ) { pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true ); if ( pOwner->m_nButtons & IN_FORWARD ) { m_distance = UTIL_Approach( 1024, m_distance, gpGlobals->frametime * 100 ); } if ( pOwner->m_nButtons & IN_BACK ) { m_distance = UTIL_Approach( 40, m_distance, gpGlobals->frametime * 100 ); } } if ( pOwner->m_nButtons & IN_WEAPON1 ) { m_distance = UTIL_Approach( 1024, m_distance, m_distance * 0.1 ); } if ( pOwner->m_nButtons & IN_WEAPON2 ) { m_distance = UTIL_Approach( 40, m_distance, m_distance * 0.1 ); } // Send the object a physics damage message (0 damage). Some objects interpret this // as something else being in control of their physics temporarily. pObject->TakeDamage( CTakeDamageInfo( this, pOwner, 0, DMG_PHYSGUN ) ); Vector newPosition = start + forward * m_distance; // 24 is a little larger than 16 * sqrt(2) (extent of player bbox) // HACKHACK: We do this so we can "ignore" the player and the object we're manipulating // If we had a filter for tracelines, we could simply filter both ents and start from "start" Vector awayfromPlayer = start + forward * 24; UTIL_TraceLine( start, awayfromPlayer, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1 ) { UTIL_TraceLine( awayfromPlayer, newPosition, MASK_SOLID, pObject, COLLISION_GROUP_NONE, &tr ); Vector dir = tr.endpos - newPosition; float distance = VectorNormalize(dir); float maxDist = m_gravCallback.m_maxVel * gpGlobals->frametime; if ( distance > maxDist ) { newPosition += dir * maxDist; } else { newPosition = tr.endpos; } } else { newPosition = tr.endpos; } CreatePelletAttraction( phys_gunglueradius.GetFloat(), pObject ); // If I'm looking more than 20 degrees away from the glue point, then give up // This lets the player "gesture" for the glue to let go. Vector pelletDir = m_gravCallback.m_worldPosition - start; VectorNormalize(pelletDir); if ( DotProduct( pelletDir, forward ) < 0.939 ) // 0.939 ~= cos(20deg) { // lose attach for 2 seconds if you're too far away m_glueTime = gpGlobals->curtime + 1; } if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) { CGravityPellet *pPelletAttract = m_activePellets[m_pelletAttract].pellet; g_pEffects->Sparks( pPelletAttract->GetAbsOrigin() ); } m_gravCallback.SetTargetPosition( newPosition ); Vector dir = (newPosition - pObject->GetLocalOrigin()); m_movementLength = dir.Length(); } else { m_gravCallback.SetTargetPosition( end ); } if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) { Vector worldNormal, worldPos; GetPelletWorldCoords( m_pelletAttract, &worldPos, &worldNormal ); m_gravCallback.SetAutoAlign( m_activePellets[m_pelletHeld].localNormal, m_activePellets[m_pelletHeld].pellet->GetLocalOrigin(), worldNormal, worldPos ); } else { m_gravCallback.ClearAutoAlign(); } }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) ) { // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them. if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) return; } if ( pOther->m_takedamage != DAMAGE_NO ) { trace_t tr, tr2; tr = BaseClass::GetTouchTrace(); Vector vecNormalizedVel = GetAbsVelocity(); ClearMultiDamage(); VectorNormalize( vecNormalizedVel ); #if defined(HL2_EPISODIC) //!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player // (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts. if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") ) { // Change the owner to stop further collisions with Alyx. We do this by making her the owner. // The player won't get credit for this kill but at least the bolt won't magically disappear! SetOwnerEntity( pOther ); return; } #endif//HL2_EPISODIC if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB ); dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() ); if ( pPlayer ) { gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo ); } } else { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } ApplyMultiDamage(); //Adrian: keep going through the glass. if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) return; /*if ( !pOther->IsAlive() ) { // We killed it! const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps ); if ( pdata->game.material == CHAR_TEX_GLASS ) { return; } }*/ SetAbsVelocity( Vector( 0, 0, 0 ) ); // play body "thwack" sound EmitSound( "Weapon_Crossbow.BoltHitBody" ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 ); if ( tr2.fraction != 1.0f ) { // NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); // NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) { CEffectData data; data.m_vOrigin = tr2.endpos; data.m_vNormal = vForward; data.m_nEntIndex = tr2.fraction != 1.0f; DispatchEffect( "BoltImpact", data ); } } SetTouch( NULL ); SetThink( NULL ); if ( !g_pGameRules->IsMultiplayer() ) { UTIL_Remove( this ); } } else { trace_t tr; tr = BaseClass::GetTouchTrace(); // See if we struck the world if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) { EmitSound( "Weapon_Crossbow.BoltHitWorld" ); // if what we hit is static architecture, can stay around for a while. Vector vecDir = GetAbsVelocity(); float speed = VectorNormalize( vecDir ); // See if we should reflect off this surface float hitDot = DotProduct( tr.plane.normal, -vecDir ); if ( ( hitDot < 0.5f ) && ( speed > 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); //FIXME: We actually want to stick (with hierarchy) to what we've hit SetMoveType( MOVETYPE_NONE ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); CEffectData data; data.m_vOrigin = tr.endpos; data.m_vNormal = vForward; data.m_nEntIndex = 0; DispatchEffect( "BoltImpact", data ); UTIL_ImpactTrace( &tr, DMG_BULLET ); AddEffects( EF_NODRAW ); SetTouch( NULL ); SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); if ( m_pGlowSprite != NULL ) { m_pGlowSprite->TurnOn(); m_pGlowSprite->FadeAndDie( 3.0f ); } } // Shoot some sparks if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) { g_pEffects->Sparks( GetAbsOrigin() ); } } else { // Put a mark unless we've hit the sky if ( ( tr.surface.flags & SURF_SKY ) == false ) { UTIL_ImpactTrace( &tr, DMG_BULLET ); } UTIL_Remove( this ); } } if ( g_pGameRules->IsMultiplayer() ) { // SetThink( &CCrossbowBolt::ExplodeThink ); // SetNextThink( gpGlobals->curtime + 0.1f ); } }
void CBaseGrenade::BounceTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return; // don't hit the guy that launched this grenade if ( pOther == GetThrower() ) return; // only do damage if we're moving fairly fast if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100)) { if (m_hThrower) { #if !defined( CLIENT_DLL ) trace_t tr; tr = CBaseEntity::GetTouchTrace( ); ClearMultiDamage( ); Vector forward; AngleVectors( GetLocalAngles(), &forward, NULL, NULL ); CTakeDamageInfo info( this, m_hThrower, 1, DMG_CLUB ); CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() ); pOther->DispatchTraceAttack( info, forward, &tr ); ApplyMultiDamage(); #endif } m_flNextAttack = gpGlobals->curtime + 1.0; // debounce } Vector vecTestVelocity; // m_vecAngVelocity = Vector (300, 300, 300); // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. // trimming the Z velocity a bit seems to help quite a bit. vecTestVelocity = GetAbsVelocity(); vecTestVelocity.z *= 0.45; if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 ) { // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // emit the danger sound. // register a radius louder than the explosion, so we make sure everyone gets out of the way #if !defined( CLIENT_DLL ) CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3, this ); #endif m_bHasWarnedAI = true; } if (GetFlags() & FL_ONGROUND) { // add a bit of static friction // SetAbsVelocity( GetAbsVelocity() * 0.8 ); // SetSequence( random->RandomInt( 1, 1 ) ); // FIXME: missing tumble animations } else { // play bounce sound BounceSound(); } m_flPlaybackRate = GetAbsVelocity().Length() / 200.0; if (GetPlaybackRate() > 1.0) m_flPlaybackRate = 1; else if (GetPlaybackRate() < 0.5) m_flPlaybackRate = 0; }
void CSDKPlayer::FireBullet( Vector vecSrc, // shooting postion const QAngle &shootAngles, //shooting angle float vecSpread, // spread vector SDKWeaponID eWeaponID, // weapon that fired this shot int iDamage, // base damage int iBulletType, // ammo type CBaseEntity *pevAttacker, // shooter bool bDoEffects, // create impact effect ? float x, // spread x factor float y // spread y factor ) { float flCurrentDistance = 0.0; //distance that the bullet has traveled so far Vector vecDirShooting, vecRight, vecUp; AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp ); if ( !pevAttacker ) pevAttacker = this; // the default attacker is ourselves // add the spray Vector vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp; VectorNormalize( vecDir ); float flMaxRange = 8000; Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units CBaseEntity* pIgnore = this; // initialize these before the penetration loop, we'll need them to make our tracer after Vector vecTracerSrc = vecSrc; trace_t tr; // main enter bullet trace for (size_t i = 0; i < 5; i++) { CTraceFilterSimpleList tf(COLLISION_GROUP_NONE); tf.AddEntityToIgnore(this); tf.AddEntityToIgnore(pIgnore); UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, &tf, &tr ); if ( tr.fraction == 1.0f ) break; // we didn't hit anything, stop tracing shoot if ( sv_showimpacts.GetBool() ) { #ifdef CLIENT_DLL // draw red client impact markers debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { C_BasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawClientHitboxes( 4, true ); } #else // draw blue server impact markers NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { CBasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawServerHitboxes( 4, true ); } #endif } weapontype_t eWeaponType = WT_NONE; CSDKWeaponInfo *pWeaponInfo = CSDKWeaponInfo::GetWeaponInfo(eWeaponID); Assert(pWeaponInfo); if (pWeaponInfo) eWeaponType = pWeaponInfo->m_eWeaponType; float flDamageMultiplier = 1; float flMaxRange = 3000; // Power formula works like so: // pow( x, distance/y ) // The damage will be at 1 when the distance is 0 units, and at // x% when the distance is y units, with a gradual decay approaching zero switch (eWeaponType) { case WT_RIFLE: flDamageMultiplier = 0.75f; flMaxRange = 3000; break; case WT_SHOTGUN: flDamageMultiplier = 0.40f; flMaxRange = 500; break; case WT_SMG: flDamageMultiplier = 0.50f; flMaxRange = 1000; break; case WT_PISTOL: default: flDamageMultiplier = 0.55f; flMaxRange = 1500; break; } //calculate the damage based on the distance the bullet travelled. flCurrentDistance += tr.fraction * flMaxRange; // First 500 units, no decrease in damage. if (eWeaponType == WT_SHOTGUN) flCurrentDistance -= 350; else flCurrentDistance -= 500; if (flCurrentDistance < 0) flCurrentDistance = 0; if (flCurrentDistance > flMaxRange) flCurrentDistance = flMaxRange; float flDistanceMultiplier = pow(flDamageMultiplier, (flCurrentDistance / flMaxRange)); int iDamageType = DMG_BULLET | DMG_NEVERGIB | GetAmmoDef()->DamageType(iBulletType); if (i == 0) iDamageType |= DMG_DIRECT; if( bDoEffects ) { // See if the bullet ended up underwater + started out of the water if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) { trace_t waterTrace; UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), pIgnore, COLLISION_GROUP_NONE, &waterTrace ); if( waterTrace.allsolid != 1 ) { CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat( 8, 12 ); if ( waterTrace.contents & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect( "gunshotsplash", data ); } } else { //Do Regular hit effects // Don't decal nodraw surfaces if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) ) { CBaseEntity *pEntity = tr.m_pEnt; //Tony; only while using teams do we check for friendly fire. if ( pEntity && pEntity->IsPlayer() && (pEntity->GetBaseAnimating() && !pEntity->GetBaseAnimating()->IsRagdoll()) ) { #if defined ( SDK_USE_TEAMS ) if ( pEntity->GetTeamNumber() == GetTeamNumber() ) { if ( !friendlyfire.GetBool() ) UTIL_ImpactTrace( &tr, iDamageType ); } #else UTIL_ImpactTrace( &tr, iDamageType ); #endif } //Tony; non player, just go nuts, else { UTIL_ImpactTrace( &tr, iDamageType ); } } } } // bDoEffects // add damage to entity that we hit #ifdef GAME_DLL float flBulletDamage = iDamage * flDistanceMultiplier / (i+1); // Each iteration the bullet drops in strength ClearMultiDamage(); CTakeDamageInfo info( pevAttacker, pevAttacker, flBulletDamage, iDamageType ); CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos ); tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr ); TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir ); ApplyMultiDamage(); #else flDistanceMultiplier = flDistanceMultiplier; // Silence warning. #endif pIgnore = tr.m_pEnt; float flPenetrationDistance; switch (eWeaponType) { case WT_RIFLE: flPenetrationDistance = 25; break; case WT_SHOTGUN: flPenetrationDistance = 5; break; case WT_SMG: flPenetrationDistance = 15; break; case WT_PISTOL: default: flPenetrationDistance = 15; break; } Vector vecBackwards = tr.endpos + vecDir * flPenetrationDistance; if (tr.m_pEnt->IsBSPModel()) UTIL_TraceLine( vecBackwards, tr.endpos, CONTENTS_SOLID|CONTENTS_MOVEABLE, NULL, COLLISION_GROUP_NONE, &tr ); else UTIL_TraceLine( vecBackwards, tr.endpos, CONTENTS_HITBOX, NULL, COLLISION_GROUP_NONE, &tr ); if (tr.startsolid) break; if (tr.m_pEnt) { // let's have a bullet exit effect if we penetrated a solid surface if (tr.m_pEnt->IsBSPModel()) UTIL_ImpactTrace( &tr, iDamageType ); // ignore the entity we just hit for the next trace to avoid weird impact behaviors pIgnore = tr.m_pEnt; } // Set up the next trace. vecSrc = tr.endpos + vecDir; // One unit in the direction of fire so that we firmly embed ourselves in whatever solid was hit. } // the bullet's done penetrating, let's spawn our particle system if (bDoEffects && (pevAttacker == this)) MakeTracer( vecTracerSrc, tr, TRACER_TYPE_DEFAULT ); }
// Go to the trouble of combining multiple pellets into a single damage call. // This version is used by Players, uses the random seed generator to sync client and server side shots. Vector CBaseEntity::FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand) { int iOriginalPenetration = iPenetration; int iPenetrationPower; float flPenetrationDistance; int iCurrentDamage = iDamage; float flCurrentDistance; TraceResult tr, tr2; Vector vecRight, vecUp; bool bHitMetal = false; int iSparksAmount = 1; vecRight = gpGlobals->v_right; vecUp = gpGlobals->v_up; switch (iBulletType) { case BULLET_PLAYER_9MM: iPenetrationPower = 21; flPenetrationDistance = 800; break; case BULLET_PLAYER_45ACP: iPenetrationPower = 15; flPenetrationDistance = 500; break; case BULLET_PLAYER_50AE: iPenetrationPower = 30; flPenetrationDistance = 1000; break; case BULLET_PLAYER_762MM: iPenetrationPower = 39; flPenetrationDistance = 5000; break; case BULLET_PLAYER_556MM: iPenetrationPower = 35; flPenetrationDistance = 4000; break; case BULLET_PLAYER_338MAG: iPenetrationPower = 45; flPenetrationDistance = 8000; break; case BULLET_PLAYER_57MM: iPenetrationPower = 30; flPenetrationDistance = 2000; break; case BULLET_PLAYER_357SIG: iPenetrationPower = 25; flPenetrationDistance = 800; break; default: iPenetrationPower = 0; flPenetrationDistance = 0; break; } if (!pevAttacker) { // the default attacker is ourselves pevAttacker = pev; } gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB); float x, y, z; if (IsPlayer()) { // Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat(shared_rand, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 1, -0.5, 0.5); y = UTIL_SharedRandomFloat(shared_rand + 2, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 3, -0.5, 0.5); } else { do { x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); z = x * x + y * y; } while (z > 1); } Vector vecDir, vecEnd; Vector vecOldSrc, vecNewSrc; vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp; vecEnd = vecSrc + vecDir * flDistance; float flDamageModifier = 0.5; while (iPenetration != 0) { ClearMultiDamage(); UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr); if (TheBots != NULL && tr.flFraction != 1.0f) { TheBots->OnEvent(EVENT_BULLET_IMPACT, this, (CBaseEntity *)&tr.vecEndPos); } char cTextureType = UTIL_TextureHit(&tr, vecSrc, vecEnd); bool bSparks = false; switch (cTextureType) { case CHAR_TEX_METAL: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.15; flDamageModifier = 0.2; break; case CHAR_TEX_CONCRETE: iPenetrationPower *= 0.25; break; case CHAR_TEX_GRATE: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.5; flDamageModifier = 0.4; break; case CHAR_TEX_VENT: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.5; flDamageModifier = 0.45; break; case CHAR_TEX_TILE: iPenetrationPower *= 0.65; flDamageModifier = 0.3; break; case CHAR_TEX_COMPUTER: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.4; flDamageModifier = 0.45; break; case CHAR_TEX_WOOD: flDamageModifier = 0.6; break; default: break; } if (tr.flFraction != 1.0f) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); iPenetration--; flCurrentDistance = tr.flFraction * flDistance; iCurrentDamage *= Q_pow(flRangeModifier, flCurrentDistance / 500); if (flCurrentDistance > flPenetrationDistance) { iPenetration = 0; } if (tr.iHitgroup == HITGROUP_SHIELD) { EMIT_SOUND(pEntity->edict(), CHAN_VOICE, (RANDOM_LONG(0, 1) == 1) ? "weapons/ric_metal-1.wav" : "weapons/ric_metal-2.wav", VOL_NORM, ATTN_NORM); UTIL_Sparks(tr.vecEndPos); pEntity->pev->punchangle.x = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15); pEntity->pev->punchangle.z = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15); if (pEntity->pev->punchangle.x < 4) { pEntity->pev->punchangle.x = -4; } if (pEntity->pev->punchangle.z < -5) { pEntity->pev->punchangle.z = -5; } else if (pEntity->pev->punchangle.z > 5) { pEntity->pev->punchangle.z = 5; } break; } float flDistanceModifier; if (VARS(tr.pHit)->solid != SOLID_BSP || !iPenetration) { iPenetrationPower = 42; flDamageModifier = 0.75; flDistanceModifier = 0.75; } else flDistanceModifier = 0.5; DecalGunshot(&tr, iBulletType, (!bPistol && RANDOM_LONG(0, 3)), pev, bHitMetal); vecSrc = tr.vecEndPos + (vecDir * iPenetrationPower); flDistance = (flDistance - flCurrentDistance) * flDistanceModifier; vecEnd = vecSrc + (vecDir * flDistance); pEntity->TraceAttack(pevAttacker, iCurrentDamage, vecDir, &tr, (DMG_BULLET | DMG_NEVERGIB)); iCurrentDamage *= flDamageModifier; } else iPenetration = 0; ApplyMultiDamage(pev, pevAttacker); } return Vector(x * vecSpread, y * vecSpread, 0); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGauss::Fire( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; m_bCharging = false; Vector startPos= pOwner->Weapon_ShootPosition(); Vector aimDir = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecUp, vecRight; VectorVectors( aimDir, vecRight, vecUp ); float x, y, z; //Gassian spread do { x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); z = x*x+y*y; } while (z > 1); Vector endPos = startPos + ( aimDir * MAX_TRACE_LENGTH ); //Shoot a shot straight out trace_t tr; UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); #ifndef CLIENT_DLL ClearMultiDamage(); #endif CBaseEntity *pHit = tr.m_pEnt; #ifndef CLIENT_DLL CTakeDamageInfo dmgInfo( this, pOwner, sk_dmg_gauss.GetFloat(), DMG_SHOCK | DMG_BULLET ); #endif if ( pHit != NULL ) { #ifndef CLIENT_DLL CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos, 7.0f * 5.0f ); pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); #endif } if ( tr.DidHitWorld() ) { float hitAngle = -DotProduct( tr.plane.normal, aimDir ); if ( hitAngle < 0.5f ) { Vector vReflection; vReflection = 2.0 * tr.plane.normal * hitAngle + aimDir; startPos = tr.endpos; endPos = startPos + ( vReflection * MAX_TRACE_LENGTH ); //Draw beam to reflection point DrawBeam( tr.startpos, tr.endpos, 1.6, true ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); //Find new reflection end position UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt != NULL ) { #ifndef CLIENT_DLL dmgInfo.SetDamageForce( GetAmmoDef()->DamageForce(m_iPrimaryAmmoType) * vReflection ); dmgInfo.SetDamagePosition( tr.endpos ); tr.m_pEnt->DispatchTraceAttack( dmgInfo, vReflection, &tr ); #endif } //Connect reflection point to end DrawBeam( tr.startpos, tr.endpos, 0.4 ); } else { DrawBeam( tr.startpos, tr.endpos, 1.6, true ); } } else { DrawBeam( tr.startpos, tr.endpos, 1.6, true ); } #ifndef CLIENT_DLL ApplyMultiDamage(); #endif UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; AddViewKick(); return; }
void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) { float flpitch; TraceResult tr = UTIL_GetGlobalTrace( ); // don't hit the guy that launched this grenade if ( pev->owner && pOther->edict() == pev->owner ) return; // at least until we've bounced once pev->owner = NULL; pev->angles.x = 0; pev->angles.z = 0; // avoid bouncing too much if (m_flNextHit > gpGlobals->time) return; // higher pitch as squeeker gets closer to detonation time flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY); if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) { // attack! // make sure it's me who has touched them if (tr.pHit == pOther->edict()) { // and it's not another squeakgrenade if (tr.pHit->v.modelindex != pev->modelindex) { // ALERT( at_console, "hit enemy\n"); ClearMultiDamage( ); pOther->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); if (m_hOwner != NULL) ApplyMultiDamage( pev, m_hOwner->pev ); else ApplyMultiDamage( pev, pev ); pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage // m_flDie += 2.0; // add more life // make bite sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch); m_flNextAttack = gpGlobals->time + 0.5; } } else { // ALERT( at_console, "been hit\n"); } } m_flNextHit = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time; if ( g_pGameRules->IsMultiplayer() ) { // in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows. if ( gpGlobals->time < m_flNextBounceSoundTime ) { // too soon! return; } } if (!(pev->flags & FL_ONGROUND)) { // play bounce sound float flRndSound = RANDOM_FLOAT ( 0 , 1 ); if ( flRndSound <= 0.33 ) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch); else if (flRndSound <= 0.66) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch); else EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); } else { // skittering sound CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 ); } m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGauss::ChargedFire( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if(pOwner == NULL) return; bool penetrated = false; //Play shock sounds WeaponSound( SINGLE ); WeaponSound( SPECIAL2 ); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); StopChargeSound(); m_bCharging = false; m_bChargeIndicated = false; m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; //Shoot a shot straight Vector startPos= pOwner->Weapon_ShootPosition(); Vector aimDir = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector endPos = startPos + ( aimDir * MAX_TRACE_LENGTH ); //Find Damage float flChargeAmount = ( gpGlobals->curtime - m_flChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; //Clamp This if ( flChargeAmount > 1.0f ) { flChargeAmount = 1.0f; } #ifndef CLIENT_DLL // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount ); float flDamage = 3 + ( ( 37 - 15 ) * flChargeAmount ); #endif trace_t tr; UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace from gun to wall UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif #ifndef CLIENT_DLL ClearMultiDamage(); #endif UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); #ifndef CLIENT_DLL // RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif CBaseEntity *pHit = tr.m_pEnt; if ( tr.DidHitWorld() ){ UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); Vector testPos = tr.endpos + ( aimDir * 128.0f ); UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace to backside of first wall UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif if ( tr.allsolid == false ){ UTIL_DecalTrace( &tr, "RedGlowFade" ); UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif penetrated = true; UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif } } else if(pHit != NULL){ #ifndef CLIENT_DLL // CTakeDamageInfo dmgInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ); // CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos ); UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); //Do Direct damage to anything in our path // pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); #endif } #ifndef CLIENT_DLL ApplyMultiDamage(); #endif #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif Vector newPos = tr.endpos + ( aimDir * MAX_TRACE_LENGTH); QAngle viewPunch; viewPunch.x = random->RandomFloat( -4.0f, -8.0f ); viewPunch.y = random->RandomFloat( -0.25f, 0.25f ); viewPunch.z = 0; pOwner->ViewPunch( viewPunch ); // DrawBeam( startPos, tr.endpos, 9.6, true ); //Draw beam from gun through first wall. #ifndef CLIENT_DLL Vector recoilForce = pOwner->BodyDirection3D() * -( flDamage * 15.0f ); recoilForce[2] += 128.0f; pOwner->ApplyAbsVelocityImpulse( recoilForce ); #endif CPVSFilter filter( tr.endpos ); te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif if ( penetrated == true ){ trace_t beam_tr; Vector vecDest = tr.endpos + aimDir * MAX_TRACE_LENGTH; UTIL_TraceLine( tr.endpos, vecDest, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces from back of first wall to second wall #ifndef CLIENT_DLL // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount ); float flDamage = 37 + ( ( 115 - 15 ) * flChargeAmount ); #endif for(int i = 0; i < 0; i++){ UTIL_TraceLine(beam_tr.endpos + aimDir * 128.0f, beam_tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces To back of second wall UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &beam_tr, "RedGlowFade" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif } DrawBeam( tr.endpos, beam_tr.endpos, 9.6, false ); DoWallBreak(tr.endpos,newPos,aimDir,&tr,pOwner,true); UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( &beam_tr, "RedGlowFade" ); #ifndef CLIENT_DLL //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner ); RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner ); #endif return; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) { // ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); switch( pEvent->event ) { case ISLAVE_AE_CLAW: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } // Play a random attack hit sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } else { // Play a random attack miss sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } } break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } else { EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } } break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard if (g_iSkillLevel == SKILL_HARD) pev->framerate = 1.5; UTIL_MakeAimVectors( pev->angles ); if (m_iBeams == 0) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(vecSrc.x); // X WRITE_COORD(vecSrc.y); // Y WRITE_COORD(vecSrc.z); // Z WRITE_BYTE( 12 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 96 ); // b WRITE_BYTE( 20 / pev->framerate ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END( ); } if (m_hDead != 0) { WackBeam( -1, m_hDead ); WackBeam( 1, m_hDead ); } else { ArmBeam( -1 ); ArmBeam( 1 ); BeamGlow( ); } EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); pev->skin = m_iBeams / 2; } break; case ISLAVE_AE_ZAP_SHOOT: { ClearBeams( ); if (m_hDead != 0) { Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); TraceResult trace; UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); if ( !trace.fStartSolid ) { CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles ); pNew->pev->spawnflags |= 1; WackBeam( -1, pNew ); WackBeam( 1, pNew ); UTIL_Remove( m_hDead ); EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); */ break; } } ClearMultiDamage(); UTIL_MakeAimVectors( pev->angles ); ZapBeam( -1 ); ZapBeam( 1 ); EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); // STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); ApplyMultiDamage(pev, pev); m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); } break; case ISLAVE_AE_ZAP_DONE: { ClearBeams( ); } break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; } }
void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * 8192; edict_t *pentIgnore; TraceResult tr, beam_tr; float flMaxFrac = 1.0; int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; int nMaxHits = 10; pentIgnore = ENT( m_pPlayer->pev ); #ifdef CLIENT_DLL if ( m_fPrimaryFire == false ) g_irunninggausspred = true; #endif // The main firing event is sent unreliably so it won't be delayed. PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); // This reliable event is used to stop the spinning sound // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client // It's sent reliably anyway, which could lead to other delays PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/ // ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); #ifndef CLIENT_DLL while (flDamage > 10 && nMaxHits > 0) { nMaxHits--; // ALERT( at_console, "." ); UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); if (tr.fAllSolid) break; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity == NULL) break; if ( fFirstBeam ) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = 0; nTotal += 26; } if (pEntity->pev->takedamage) { ClearMultiDamage(); pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); } if ( pEntity->ReflectGauss() ) { float n; pentIgnore = NULL; n = -DotProduct(tr.vecPlaneNormal, vecDir); if (n < 0.5) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; vecSrc = tr.vecEndPos + vecDir * 8; vecDest = vecSrc + vecDir * 8192; // explode a bit m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); nTotal += 34; // lose energy if (n == 0) n = 0.1; flDamage = flDamage * (1 - n); } else { nTotal += 13; // limit it to one hole punch if (fHasPunched) break; fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) if ( !m_fPrimaryFire ) { UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); if (!beam_tr.fAllSolid) { // trace backwards to find exit point UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr); float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( ); if (n < flDamage) { if (n == 0) n = 1; flDamage -= n; // ALERT( at_console, "punch %f\n", n ); nTotal += 21; // exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius; if ( g_pGameRules->IsMultiplayer() ) { damage_radius = flDamage * 1.75; // Old code == 2.5 } else { damage_radius = flDamage * 2.5; } ::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); nTotal += 53; vecSrc = beam_tr.vecEndPos + vecDir; } } else { //ALERT( at_console, "blocked %f\n", n ); flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" ); flDamage = 0; } } } else { vecSrc = tr.vecEndPos + vecDir; pentIgnore = ENT( pEntity->pev ); } } #endif // ALERT( at_console, "%d bytes\n", nTotal ); }
void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage; Vector vecSpot; Vector vecMid = (vecStart + vecEnd) * 0.5; float searchRadius = (vecStart - vecMid).Length(); Vector vecAim = (vecEnd - vecStart).Normalize( ); // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecMid, searchRadius )) != NULL) { if ( pEntity->pev->takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } vecSpot = pEntity->BodyTarget( vecMid ); float dist = DotProduct( vecAim, vecSpot - vecMid ); if (dist > searchRadius) dist = searchRadius; else if (dist < -searchRadius) dist = searchRadius; Vector vecSrc = vecMid + dist * vecAim; UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pev), &tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) {// the explosion can 'see' this entity, so hurt them! // decrease damage for an ent that's farther from the flame. dist = ( vecSrc - tr.vecEndPos ).Length(); if (dist > 64) { flAdjustedDamage = flDamage - (dist - 64) * 0.4; if (flAdjustedDamage <= 0) continue; } else { flAdjustedDamage = flDamage; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if (tr.flFraction != 1.0) { ClearMultiDamage( ); pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } }
void EXT_FUNC ClearMultiDamage_api() { ClearMultiDamage(); }
void CControllerHeadBall :: HuntThink( void ) { SetNextThink( 0.1 ); pev->renderamt -= 5; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); WRITE_SHORT( entindex( ) ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( pev->renderamt / 16 ); // radius WRITE_BYTE( 255 ); // R WRITE_BYTE( 255 ); // G WRITE_BYTE( 255 ); // B WRITE_BYTE( 2 ); // life * 10 WRITE_COORD( 0 ); // decay MESSAGE_END(); // check world boundaries if (gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == 0 || m_hOwner == 0 || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) { SetTouch( NULL ); UTIL_Remove( this ); return; } MovetoTarget( m_hEnemy->Center( ) ); if ((m_hEnemy->Center() - pev->origin).Length() < 64) { TraceResult tr; UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT(pev), &tr ); CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity != NULL && pEntity->pev->takedamage) { ClearMultiDamage( ); pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK ); ApplyMultiDamage( pev, m_hOwner->pev ); } MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( entindex() ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate WRITE_BYTE( 3 ); // life WRITE_BYTE( 20 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 10 ); // speed MESSAGE_END(); UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); m_flNextAttack = gpGlobals->time + 3.0; SetThink(&CControllerHeadBall :: DieThink ); SetNextThink( 0.3 ); } // Crawl( ); }
void CBliinkPlayer::FireBullet( Vector vecSrc, // shooting postion const QAngle &shootAngles, //shooting angle float vecSpread, // spread vector int iDamage, // base damage int iBulletType, // ammo type CBaseEntity *pevAttacker, // shooter bool bDoEffects, // create impact effect ? float x, // spread x factor float y // spread y factor ) { float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory float flCurrentDistance = 0.0; //distance that the bullet has traveled so far // Increasing damage based on the player's stats. fCurrentDamage *= GetBliinkPlayerStats().GetDamagePercent(); Vector vecDirShooting, vecRight, vecUp; AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp ); if ( !pevAttacker ) pevAttacker = this; // the default attacker is ourselves // add the spray Vector vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp; VectorNormalize( vecDir ); float flMaxRange = 8000; Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units trace_t tr; // main enter bullet trace UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1.0f ) return; // we didn't hit anything, stop tracing shoot if ( sv_showimpacts.GetBool() ) { #ifdef CLIENT_DLL // draw red client impact markers debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { C_BasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawClientHitboxes( 4, true ); } #else // draw blue server impact markers NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 ); if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) { CBasePlayer *player = ToBasePlayer( tr.m_pEnt ); player->DrawServerHitboxes( 4, true ); } #endif } //calculate the damage based on the distance the bullet travelled. flCurrentDistance += tr.fraction * flMaxRange; // damage get weaker of distance fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500)); int iDamageType = DMG_BULLET | DMG_NEVERGIB; #ifndef CLIENT_DLL CBliinkPlayer* pAttacker = static_cast<CBliinkPlayer*> ( pevAttacker ); int iActiveAmmo = GetAmmoDef()->Index( pAttacker->GetActiveWeapon()->GetWpnData().szAmmo1 ); int iAmmoSubtype = pAttacker->GetBliinkInventory().GetAmmoSubtype( iActiveAmmo ); switch( iAmmoSubtype ) { case ITEM_STYPE_AMMO_NORMAL: break; case ITEM_STYPE_AMMO_POISON: iDamageType &= DMG_POISON; break; case ITEM_STYPE_AMMO_FOGGED: iDamageType &= DMG_NERVEGAS; break; case ITEM_STYPE_AMMO_FIRE: iDamageType &= DMG_BURN; break; case ITEM_STYPE_AMMO_SLOW: iDamageType &= DMG_PARALYZE; break; } #endif if( bDoEffects ) { // See if the bullet ended up underwater + started out of the water if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) { trace_t waterTrace; UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace ); if( waterTrace.allsolid != 1 ) { CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat( 8, 12 ); if ( waterTrace.contents & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect( "gunshotsplash", data ); } } else { //Do Regular hit effects // Don't decal nodraw surfaces if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) ) { CBaseEntity *pEntity = tr.m_pEnt; UTIL_ImpactTrace( &tr, iDamageType ); } } } // bDoEffects // add damage to entity that we hit #ifdef GAME_DLL ClearMultiDamage(); CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType ); CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos ); tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr ); TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir ); ApplyMultiDamage(); #endif }
/* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { static int tracerCount; int tracer; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for (ULONG iShot = 1; iShot <= cShots; iShot++) { // get circular gaussian spread float x, y, z; do { x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); z = x*x+y*y; } while (z > 1); Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr); tracer = 0; if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0) { Vector vecTracerSrc; if ( IsPlayer() ) {// adjust tracer position for player vecTracerSrc = vecSrc + Vector ( 0 , 0 , -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16; } else { vecTracerSrc = vecSrc; } if ( iTracerFreq != 1 ) // guns that always trace also always decal tracer = 1; switch( iBulletType ) { case BULLET_MONSTER_MP5: case BULLET_MONSTER_9MM: case BULLET_MONSTER_12MM: default: MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc ); WRITE_BYTE( TE_TRACER ); WRITE_COORD( vecTracerSrc.x ); WRITE_COORD( vecTracerSrc.y ); WRITE_COORD( vecTracerSrc.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); MESSAGE_END(); break; } } // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if ( iDamage ) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } else switch(iBulletType) { default: case BULLET_MONSTER_9MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); break; case BULLET_MONSTER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); break; case BULLET_MONSTER_12MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET); if ( !tracer ) { TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } break; case BULLET_PLAYER_357: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); if ( !tracer ) { TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } break; case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); } ApplyMultiDamage(pev, pevAttacker); }
void CASW_Flamer_Projectile::FlameHit( CBaseEntity *pOther, const Vector &vecHitPos, bool bOnlyHurtUnignited ) { if (!pOther) return; bool bHurt = true; if ( pOther->m_takedamage != DAMAGE_NO) { if ( pOther == m_pLastHitEnt ) return; if ( bOnlyHurtUnignited) { CBaseAnimating* pAnim = dynamic_cast<CBaseAnimating*>(pOther); if ( pAnim && pAnim->IsOnFire() ) { bHurt = false; } } if ( bHurt ) { Vector vecNormalizedVel = GetAbsVelocity(); ClearMultiDamage(); VectorNormalize( vecNormalizedVel ); if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) { CTakeDamageInfo dmgInfo( this, m_pGetsCreditedForDamage, m_flDamage, DMG_BURN ); dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, vecHitPos, asw_flamer_force.GetFloat() ); dmgInfo.SetDamagePosition( vecHitPos ); dmgInfo.SetWeapon( m_hCreatorWeapon.Get() ); pOther->TakeDamage(dmgInfo); } else { CTakeDamageInfo dmgInfo( this, m_pGetsCreditedForDamage, m_flDamage, DMG_BURN ); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, vecHitPos, asw_flamer_force.GetFloat() ); dmgInfo.SetDamagePosition( vecHitPos ); dmgInfo.SetWeapon( m_hCreatorWeapon.Get() ); pOther->TakeDamage(dmgInfo); } ApplyMultiDamage(); // keep going through normal entities? m_pLastHitEnt = pOther; } if ( pOther->Classify() == CLASS_ASW_SHIELDBUG ) // We also want to bounce off shield bugs { Vector vel = GetAbsVelocity(); Vector dir = vel; VectorNormalize( dir ); // reflect velocity around normal vel = -2.0f * dir + vel; vel *= 0.4f; // absorb 80% in impact SetAbsVelocity( vel ); } return; } if ( pOther->GetCollisionGroup() == ASW_COLLISION_GROUP_PASSABLE ) return; trace_t tr; tr = BaseClass::GetTouchTrace(); // See if we struck the world if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) { Vector vel = GetAbsVelocity(); if ( tr.startsolid ) { if ( !m_inSolid ) { // UNDONE: Do a better contact solution that uses relative velocity? vel *= -1.0f; // bounce backwards SetAbsVelocity(vel); } m_inSolid = true; return; } m_inSolid = false; if ( tr.DidHit() ) { Vector dir = vel; VectorNormalize(dir); // reflect velocity around normal vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel; vel *= 0.4f; // absorb 80% in impact //vel *= GRENADE_COEFFICIENT_OF_RESTITUTION; SetAbsVelocity( vel ); } return; } else { // Put a mark unless we've hit the sky if ( ( tr.surface.flags & SURF_SKY ) == false ) { UTIL_ImpactTrace( &tr, DMG_BURN ); } KillEffects(); UTIL_Remove( this ); } }