void CSDKPlayer::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

	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;

		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;
					if ( !( !friendlyfire.GetBool() && pEntity && pEntity->IsPlayer() && pEntity->GetTeamNumber() == GetTeamNumber() ) )
					{
						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
}
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 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 );
}
void CBulletManager::SimulateBullet(CBullet& oBullet, float dt)
{
	Vector vecOriginal = oBullet.m_vecOrigin;

	Assert(oBullet.m_hShooter.Get());
	if (!oBullet.m_hShooter)
		return;

	bool bHasTraveledBefore = false;
	if (oBullet.m_flDistanceTraveled > 0)
		bHasTraveledBefore = true;

	// initialize these before the penetration loop, we'll need them to make our tracer after
	Vector vecTracerSrc = oBullet.m_vecOrigin;
	trace_t tr; // main enter bullet trace

	float flRange = dt;

	if (flRange < 0)
		flRange = 8000;

	bool bFullPenetrationDistance = false;

	Vector vecEnd = oBullet.m_vecOrigin + oBullet.m_vecDirection * flRange;

	int i;
	for (i = oBullet.m_iPenetrations; i < da_bullet_penetrations.GetInt(); i++)
	{
		CTraceFilterSimpleList tf(COLLISION_GROUP_NONE);
		tf.AddEntityToIgnore(oBullet.m_hShooter);

		for (int j = 0; j < oBullet.m_ahObjectsHit.Count(); j++)
			tf.AddEntityToIgnore(oBullet.m_ahObjectsHit[j]);

		UTIL_TraceLine( oBullet.m_vecOrigin, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, &tf, &tr );

		if (da_bullet_debug.GetBool())
		{
#ifdef CLIENT_DLL
			DebugDrawLine(oBullet.m_vecOrigin + Vector(0, 0, 1), tr.endpos + Vector(0, 0, 1), 0, 255, 255, true, dt<0?10:0.1);
#else
			DebugDrawLine(oBullet.m_vecOrigin + Vector(0, 0, 1), tr.endpos + Vector(0, 0, 1), 255, 255, 0, true, dt<0?10:0.1);
#endif
		}

		Vector vecTraceEnd = tr.endpos;

		bool bBSPModel = tr.DidHitWorld();

		if (tr.allsolid)
		{
			oBullet.m_flDistanceTraveled += (oBullet.m_vecOrigin - vecEnd).Length();
			oBullet.m_vecOrigin = vecEnd;
			break; // We're inside something. Do nothing.
		}

		if ( sv_showimpacts.GetBool() && tr.fraction < 1.0f )
		{
#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, sv_showimpacts.GetFloat() );

			if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
				player->DrawClientHitboxes( sv_showimpacts.GetFloat(), true );
			}
#else
			// draw blue server impact markers
			NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, sv_showimpacts.GetFloat() );

			if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
			{
				CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
				player->DrawServerHitboxes( sv_showimpacts.GetFloat(), true );
			}
#endif
		}

		Assert(oBullet.m_iBulletType > 0);
		int iDamageType = DMG_BULLET | DMG_NEVERGIB | GetAmmoDef()->DamageType(oBullet.m_iBulletType);

		if (i == 0)
			iDamageType |= DMG_DIRECT;

		if (tr.startsolid)
		{
			trace_t tr2;

			UTIL_TraceLine( tr.endpos - oBullet.m_vecDirection, oBullet.m_vecOrigin, CONTENTS_SOLID|CONTENTS_MOVEABLE, NULL, COLLISION_GROUP_NONE, &tr2 );

			// let's have a bullet exit effect if we penetrated a solid surface
			if (oBullet.m_bDoEffects && tr2.m_pEnt && tr2.m_pEnt->IsBSPModel())
				UTIL_ImpactTrace( &tr2, iDamageType );

			// ignore the entity we just hit for the next trace to avoid weird impact behaviors
			oBullet.m_ahObjectsHit.AddToTail(tr2.m_pEnt);
		}

		if ( tr.fraction == 1.0f )
		{
			oBullet.m_flDistanceTraveled += (oBullet.m_vecOrigin - vecEnd).Length();
			oBullet.m_vecOrigin = vecEnd;
			break; // we didn't hit anything, stop tracing shoot
		}

		weapontype_t eWeaponType = WT_NONE;

		CSDKWeaponInfo *pWeaponInfo = CSDKWeaponInfo::GetWeaponInfo(oBullet.m_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;
		}

		flMaxRange *= oBullet.m_hShooter->m_Shared.ModifySkillValue(1, 0.5f, SKILL_MARKSMAN);

		//calculate the damage based on the distance the bullet travelled.
		oBullet.m_flDistanceTraveled += tr.fraction * flRange;

		float flCurrentDistance = oBullet.m_flDistanceTraveled;

		// 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));

		if( oBullet.m_bDoEffects )
		{
			// See if the bullet ended up underwater + started out of the water
			if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
			{
				CBaseEntity* pIgnore;
				if (oBullet.m_ahObjectsHit.Count())
					pIgnore = oBullet.m_ahObjectsHit.Tail();
				else
					pIgnore = oBullet.m_hShooter;

				trace_t waterTrace;
				UTIL_TraceLine( oBullet.m_vecOrigin, 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 ( DAGameRules()->IsTeamplay() && pEntity && pEntity->IsPlayer() && (pEntity->GetBaseAnimating() && !pEntity->GetBaseAnimating()->IsRagdoll()) )
					{
						if ( pEntity->GetTeamNumber() != oBullet.m_hShooter->GetTeamNumber() )
							UTIL_ImpactTrace( &tr, iDamageType );
					}
					//Tony; non player, just go nuts,
					else
						UTIL_ImpactTrace( &tr, iDamageType );
				}
			}
		} // bDoEffects

		// add damage to entity that we hit

#ifdef GAME_DLL
		float flBulletDamage = oBullet.m_iBulletDamage * flDistanceMultiplier / (i+1);	// Each iteration the bullet drops in strength
		if (oBullet.m_hShooter->IsStyleSkillActive(SKILL_MARKSMAN))
			flBulletDamage = oBullet.m_iBulletDamage * flDistanceMultiplier / (i/2+1);	// Each iteration the bullet drops in strength but not nearly as much.

		ClearMultiDamage();

		CTakeDamageInfo info( oBullet.m_hShooter, oBullet.m_hShooter, oBullet.m_hWeapon, flBulletDamage, iDamageType );
		CalculateBulletDamageForce( &info, oBullet.m_iBulletType, oBullet.m_vecDirection, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( info, oBullet.m_vecDirection, &tr );

		oBullet.m_hShooter->TraceAttackToTriggers( info, tr.startpos, tr.endpos, oBullet.m_vecDirection );

		ApplyMultiDamage();
#else
		flDistanceMultiplier = flDistanceMultiplier; // Silence warning.
#endif

		if (tr.m_pEnt && !FStrEq(tr.m_pEnt->GetClassname(), "worldspawn"))
			oBullet.m_ahObjectsHit.AddToTail(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;
		}

		flPenetrationDistance = oBullet.m_hShooter->m_Shared.ModifySkillValue(flPenetrationDistance, 1, SKILL_MARKSMAN);

		Vector vecBackwards = tr.endpos + oBullet.m_vecDirection * 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)
		{
			bFullPenetrationDistance = true;
			break;
		}

		// Set up the next trace. One unit in the direction of fire so that we firmly embed
		// ourselves in whatever solid was hit, to make sure we don't hit it again on next trace.
		if (dt < 0 && bBSPModel)
		{
			UTIL_TraceLine( vecTraceEnd + oBullet.m_vecDirection, vecTraceEnd + oBullet.m_vecDirection * flPenetrationDistance, CONTENTS_SOLID|CONTENTS_MOVEABLE, NULL, COLLISION_GROUP_NONE, &tr );

			if (tr.startsolid)
				oBullet.m_vecOrigin = tr.startpos + oBullet.m_vecDirection;
			else
				oBullet.m_vecOrigin = vecTraceEnd + oBullet.m_vecDirection;
		}
		else
			oBullet.m_vecOrigin = vecTraceEnd + oBullet.m_vecDirection;
	}

	oBullet.m_iPenetrations = i;

	// the bullet's done penetrating, let's spawn our particle system
	if (oBullet.m_bDoEffects && dt < 0)
		oBullet.m_hShooter->MakeTracer( oBullet.m_vecOrigin, tr, TRACER_TYPE_DEFAULT, !bHasTraveledBefore );

#ifdef CLIENT_DLL
	if (oBullet.m_hRenderHandle != INVALID_CLIENT_RENDER_HANDLE)
		ClientLeafSystem()->RenderableChanged( oBullet.m_hRenderHandle );
#endif

	if (bFullPenetrationDistance || oBullet.m_iPenetrations >= da_bullet_penetrations.GetInt())
		oBullet.Deactivate();

	if (dt < 0)
		oBullet.Deactivate();

	if (!bHasTraveledBefore && oBullet.m_flCurrAlpha == 0 && oBullet.m_flGoalAlpha == 0)
		oBullet.m_bActive = false;

	if (da_bullet_debug.GetBool())
	{
#ifdef CLIENT_DLL
		DebugDrawLine(vecOriginal, oBullet.m_vecOrigin, 0, 0, 255, true, dt<0?10:0.1);
#else
		DebugDrawLine(vecOriginal, oBullet.m_vecOrigin, 255, 0, 0, true, dt<0?10:0.1);
#endif
	}
}