//BB: we need a new impact decal for claws on walls, etc. void CWeaponCrowbar::ImpactEffect( trace_t &traceHit ) { // See if we hit water (we don't do the other impact effects in this case) if ( ImpactWater( traceHit.startpos, traceHit.endpos ) ) return; //FIXME: need new decals if (traceHit.m_pEnt->IsPlayer()) { UTIL_ImpactTrace( &traceHit, DMG_BULLET ); } else { UTIL_ImpactTrace( &traceHit, DMG_SLASH );//DMG_SLASH } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGauss::DoWallBreak(Vector startPos, Vector endPos, Vector aimDir, trace_t *ptr, CBasePlayer *pOwner, bool m_bBreakAll){ trace_t *temp = ptr; if(m_bBreakAll){ Vector tempPos = endPos; Vector beamStart = startPos; int x=0; while(DidPunchThrough(ptr)){ temp = ptr; if(x==0){ UTIL_TraceLine( startPos, tempPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, ptr ); x = 1; } else{ UTIL_TraceLine( endPos, startPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, ptr ); x = 0; } if(ptr->DidHitWorld() && ptr->surface.flags != SURF_SKY){ UTIL_ImpactTrace( ptr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); UTIL_DecalTrace( ptr, "RedGlowFade" ); } startPos= ptr->endpos; tempPos = ptr->endpos + ( aimDir * MAX_TRACE_LENGTH + aimDir * 128.0f ); } //DrawBeam( beamStart, ptr->startpos, 4.0, false ); } else{ UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, ptr ); //Trace from gun to wall } if(!DidPunchThrough(ptr)){ ptr = temp; return; } }
//----------------------------------------------------------------------------- // Purpose: Draw the first Carged Beam //----------------------------------------------------------------------------- void CWeaponGauss::ChargedFireFirstBeam( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; Vector startPos= pOwner->Weapon_ShootPosition(); Vector aimDir = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES ); 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 ); startPos = tr.endpos; //Draw beam DrawBeam( tr.startpos, tr.endpos, 9.6, true ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); return; }
//=====================================================================================// // Purpose: Shows a decal where we just hit //=====================================================================================// void CTDPBludgeonWeaponBase::ImpactEffect( trace_t &tr ) { // FIXME: need new decals // Right now when hitting things the bullet decal is shown UTIL_ImpactTrace( &tr, DMG_CLUB ); return; }
//=====================================================================================// // Purpose: Shows a decal where we just hit //=====================================================================================// void CTDPWeaponMaul::ImpactEffect( trace_t &tr ) { // FIXME: need new decals // Right now when hitting things the bullet decal is shown UTIL_ImpactTrace( &tr, DMG_SLASH ); return; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponStunStick::ImpactEffect( trace_t &traceHit ) { //Glowing spark effect for hit //UTIL_DecalTrace( &m_trLineHit, "PlasmaGlowFade" ); //FIXME: need new decals UTIL_ImpactTrace( &traceHit, DMG_CLUB ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHL2MPBludgeonWeapon::ImpactEffect( trace_t &traceHit ) { // See if we hit water (we don't do the other impact effects in this case) if ( ImpactWater( traceHit.startpos, traceHit.endpos ) ) return; //FIXME: need new decals UTIL_ImpactTrace( &traceHit, DMG_CLUB ); }
//========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= void CNPC_Vortigaunt::ArmBeam( int side ) { trace_t tr; float flDist = 1.0; if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS ) return; Vector forward, right, up; Vector vecAim; AngleVectors( GetAbsAngles(), &forward, &right, &up ); Vector vecSrc = GetAbsOrigin() + up * 36 + right * side * 16 + forward * 32; for (int i = 0; i < 3; i++) { vecAim = right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 ); trace_t tr1; UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1); if (flDist > tr1.fraction) { tr = tr1; flDist = tr.fraction; } } // Couldn't find anything close enough if ( flDist == 1.0 ) return; if( tr.m_pEnt && tr.m_pEnt->m_takedamage ) { CTakeDamageInfo info( this, this, 10, DMG_SHOCK ); CalculateMeleeDamageForce( &info, vecAim, tr.endpos ); tr.m_pEnt->TakeDamage( info ); } UTIL_ImpactTrace( &tr, DMG_CLUB ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f ); if ( m_pBeam[m_iBeams] == NULL ) return; m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); m_pBeam[m_iBeams]->SetBrightness( 64 ); m_pBeam[m_iBeams]->SetNoise( 12.8 ); m_iBeams++; }
//----------------------------------------------------------------------------- // Purpose: // Input : &tr - used to figure out where to do the effect // nDamageType - ??? //----------------------------------------------------------------------------- void CWeaponGrapple::DoImpactEffect(trace_t &tr, int nDamageType) { #ifndef CLIENT_DLL if ((tr.surface.flags & SURF_SKY) == false) { CPVSFilter filter(tr.endpos); te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0); m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); UTIL_ImpactTrace(&tr, m_nBulletType); } #endif }
//----------------------------------------------------------------------------- // Purpose: // Input : &tr - // nDamageType - //----------------------------------------------------------------------------- void CASW_PropJeep::DoImpactEffect( trace_t &tr, int nDamageType ) { //Draw our beam DrawBeam( tr.startpos, tr.endpos, 2.4 ); if ( (tr.surface.flags & SURF_SKY) == false ) { CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); UTIL_ImpactTrace( &tr, m_nBulletType ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponStunStick::ImpactEffect( trace_t &traceHit ) { //#ifndef CLIENT_DLL CEffectData data; data.m_vNormal = traceHit.plane.normal; data.m_vOrigin = traceHit.endpos + ( data.m_vNormal * 4.0f ); DispatchEffect( "StunstickImpact", data ); //#endif //FIXME: need new decals UTIL_ImpactTrace( &traceHit, DMG_CLUB ); }
void CWalkerMiniStrider::UpdateLargeGun() { float dt = GetTimeDelta(); if ( !m_bFiringLargeGun ) return; m_flLargeGunCountdown -= dt; if ( m_flLargeGunCountdown <= 0 ) { // Fire! Vector vSrc = GetLargeGunShootOrigin(); trace_t trace; UTIL_TraceLine( vSrc, vSrc + m_vLargeGunForward * 2000, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace ); if ( trace.fraction < 1 ) { CBasePlayer *pDriver = GetPassenger( VEHICLE_DRIVER ); if ( pDriver ) { UTIL_ImpactTrace( &trace, DMG_ENERGYBEAM, "Strider" ); Vector vHitPos = trace.endpos; float flDamageRadius = 100; float flDamage = 100; CPASFilter filter( vHitPos ); te->Explosion( filter, 0.0, &vHitPos, g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, flDamageRadius, flDamage ); UTIL_ScreenShake( vHitPos, 10.0, 150.0, 1.0, 100, SHAKE_START ); RadiusDamage( CTakeDamageInfo( this, pDriver, flDamage, DMG_BLAST ), vHitPos, flDamageRadius, CLASS_NONE ); } } StopFiringLargeGun(); } }
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 }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CGrenadeBeam::GrenadeBeamTouch( CBaseEntity *pOther ) { //--------------------------------------------------------- // Make sure I'm not caught in a corner, if so remove me //--------------------------------------------------------- if (gpGlobals->curtime - m_flLastTouchTime < 0.01) { KillBeam(); return; } m_flLastTouchTime = gpGlobals->curtime; // --------------------------------------- // If I have room for another hit, add it // --------------------------------------- if (m_nNumHits < GRENADEBEAM_MAXHITS) { m_pHitLocation[m_nNumHits] = GetLocalOrigin(); m_nNumHits++; } // Otherwise copy over old hit, and force chaser into last hit position else { m_hBeamChaser->SetLocalOrigin( m_pHitLocation[0] ); for (int i=0;i<m_nNumHits-1;i++) { m_pHitLocation[i] = m_pHitLocation[i+1]; } m_pHitLocation[m_nNumHits-1]=GetLocalOrigin(); } UpdateBeams(); // -------------------------------------- // Smoke or bubbles effect // -------------------------------------- if (UTIL_PointContents ( GetAbsOrigin() ) & MASK_WATER) { UTIL_Bubbles(GetAbsOrigin()-Vector(3,3,3),GetAbsOrigin()+Vector(3,3,3),10); } else { UTIL_Smoke(GetAbsOrigin(), random->RandomInt(5, 10), 10); } // -------------------------------------------- // Play burn sounds // -------------------------------------------- if (pOther->m_takedamage) { pOther->TakeDamage( CTakeDamageInfo( this, this, m_flDamage, DMG_BURN ) ); KillBeam(); return; } EmitSound( "GrenadeBeam.HitSound" ); trace_t tr; Vector vDirection = GetAbsVelocity(); VectorNormalize(vDirection); UTIL_TraceLine( GetAbsOrigin()-vDirection, GetAbsOrigin()+vDirection, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); UTIL_DecalTrace( &tr, "RedGlowFade" ); UTIL_ImpactTrace( &tr, DMG_ENERGYBEAM ); }
//----------------------------------------------------------------------------- // 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; } }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- 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 ); } }
// ----------------------------------------------------------------------------- // Purpose: // Note: Think function to delay the impact decal until the animation is finished // playing. // ----------------------------------------------------------------------------- void CTFWeaponBaseMelee::Smack( void ) { trace_t trace; CBasePlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; #if !defined (CLIENT_DLL) // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif // We hit, setup the smack. if ( DoSwingTrace( trace ) ) { // Hit sound - immediate. if( trace.m_pEnt->IsPlayer() ) { WeaponSound( MELEE_HIT ); } else { WeaponSound( MELEE_HIT_WORLD ); } // Get the current player. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; Vector vecForward; AngleVectors( pPlayer->EyeAngles(), &vecForward ); Vector vecSwingStart = pPlayer->Weapon_ShootPosition(); Vector vecSwingEnd = vecSwingStart + vecForward * 48; #ifndef CLIENT_DLL // Do Damage. int iCustomDamage = TF_DMG_CUSTOM_NONE; float flDamage = GetMeleeDamage( trace.m_pEnt, iCustomDamage ); int iDmgType = DMG_BULLET | DMG_NEVERGIB | DMG_CLUB; if ( IsCurrentAttackACrit() ) { // TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now. iDmgType |= DMG_CRITICAL; } CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon(); CTFUbersaw *pUbersaw = dynamic_cast<CTFUbersaw*>(pWpn); CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_MEDIGUN)); if (pMedigun && pUbersaw) { if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber()) { pMedigun->AddCharge(); } } CWeaponKritzkrieg *pKritzkrieg = static_cast<CWeaponKritzkrieg*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_KRITZKRIEG)); if (pKritzkrieg && pUbersaw) { if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber()) { pKritzkrieg->AddCharge(); } } CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDmgType, iCustomDamage ); CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * tf_meleeattackforcescale.GetFloat() ); trace.m_pEnt->DispatchTraceAttack( info, vecForward, &trace ); ApplyMultiDamage(); OnEntityHit( trace.m_pEnt ); #endif // Don't impact trace friendly players or objects if ( trace.m_pEnt && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() ) { #ifdef CLIENT_DLL UTIL_ImpactTrace( &trace, DMG_CLUB ); #endif m_bConnected = true; } } #if !defined (CLIENT_DLL) lagcompensation->FinishLagCompensation( pPlayer ); #endif }
//----------------------------------------------------------------------------- // Allows the shooter to change the impact effect of his bullets //----------------------------------------------------------------------------- void CPropAPC::DoImpactEffect( trace_t &tr, int nDamageType ) { UTIL_ImpactTrace( &tr, nDamageType, "HelicopterImpact" ); }
//----------------------------------------------------------------------------- // Purpose: // Input : *pOther - //----------------------------------------------------------------------------- void CGrappleHook::HookTouch(CBaseEntity *pOther) { if (!pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS)) return; if ((pOther != m_hOwner) && (pOther->m_takedamage != DAMAGE_NO)) { m_hOwner->NotifyHookDied(); 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_AR2.Reload_Push"); // if what we hit is static architecture, can stay around for a while. Vector vecDir = GetAbsVelocity(); //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( "Impact", data ); // AddEffects( EF_NODRAW ); SetTouch(NULL); VPhysicsDestroyObject(); VPhysicsInitNormal(SOLID_VPHYSICS, FSOLID_NOT_STANDABLE, false); AddSolidFlags(FSOLID_NOT_SOLID); // SetMoveType( MOVETYPE_NONE ); if (!m_hPlayer) { Assert(0); return; } // Set Jay's gai flag m_hPlayer->SetPhysicsFlag(PFLAG_VPHYSICS_MOTIONCONTROLLER, true); //IPhysicsObject *pPhysObject = m_hPlayer->VPhysicsGetObject(); IPhysicsObject *pRootPhysObject = VPhysicsGetObject(); Assert(pRootPhysObject); //Assert(pPhysObject); pRootPhysObject->EnableMotion(false); // Root has huge mass, tip has little pRootPhysObject->SetMass(VPHYSICS_MAX_MASS); // pPhysObject->SetMass( 100 ); // float damping = 3; // pPhysObject->SetDamping( &damping, &damping ); Vector origin = m_hPlayer->GetAbsOrigin(); Vector rootOrigin = GetAbsOrigin(); m_fSpringLength = (origin - rootOrigin).Length(); m_bPlayerWasStanding = ((m_hPlayer->GetFlags() & FL_DUCKING) == 0); SetThink(&CGrappleHook::HookedThink); SetNextThink(gpGlobals->curtime + 0.1f); } else { // Put a mark unless we've hit the sky if ((tr.surface.flags & SURF_SKY) == false) { UTIL_ImpactTrace(&tr, DMG_BULLET); } SetTouch(NULL); SetThink(NULL); m_hOwner->NotifyHookDied(); UTIL_Remove(this); } } }
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 ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGaussGun::ChargedFire() { if ( InGameRules()->IsMultiplayer() ) { } CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return; bool penetrated = false; //Play shock sounds WeaponSound( SINGLE ); WeaponSound( SPECIAL2 ); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); StopChargeSound(); m_bCharging = false; m_bChargeIndicated = false; m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; //Shoot a shot straight out Vector startPos= pOwner->Weapon_ShootPosition(); Vector aimDir = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector endPos = startPos + ( aimDir * MAX_TRACE_LENGTH ); trace_t tr; UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); #ifndef CLIENT_DLL ClearMultiDamage(); //Find how much damage to do float flChargeAmount = ( gpGlobals->curtime - m_flChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; //Clamp this if ( flChargeAmount > 1.0f ) flChargeAmount = 1.0f; //Determine the damage amount float flDamage = sk_plr_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_dmg_gauss.GetFloat() ) * flChargeAmount ); #endif CBaseEntity *pHit = tr.m_pEnt; if ( tr.DidHitWorld() ) { //Try wall penetration 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 * 48.0f ); UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); if ( tr.allsolid == false ) { UTIL_DecalTrace( &tr, "RedGlowFade" ); penetrated = true; } } #ifndef CLIENT_DLL else if ( pHit != NULL ) { CTakeDamageInfo dmgInfo( this, pOwner, flDamage, DMG_SHOCK | DMG_DISSOLVE ); CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos ); //Do direct damage to anything in our path pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); } ApplyMultiDamage(); #endif UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" ); 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, 25, true ); #ifndef CLIENT_DLL Vector recoilForce = pOwner->BodyDirection2D() * -( flDamage * 10.0f ); recoilForce[2] += 300.0f;//128 pOwner->ApplyAbsVelocityImpulse( recoilForce ); #endif CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); #ifndef CLIENT_DLL if ( penetrated == true ) RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL ); // Register a muzzleflash for the AI pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); #endif }
void CASW_Shotgun_Pellet_Predicted::PelletTouch( CBaseEntity *pOther ) { if (!pOther) return; if (pOther == m_pLastHit) // don't damage the same alien twice return; if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return; // make sure we don't die on things we shouldn't if (!ASWGameRules() || !ASWGameRules()->ShouldCollide(GetCollisionGroup(), pOther->GetCollisionGroup())) return; if ( pOther->m_takedamage != DAMAGE_NO ) { trace_t tr, tr2; tr = BaseClass::GetTouchTrace(); Vector vecNormalizedVel = GetAbsVelocity(); VectorNormalize( vecNormalizedVel ); #ifdef GAME_DLL ClearMultiDamage(); if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, 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_flDamage, DMG_BULLET | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } ApplyMultiDamage(); #endif //Adrian: keep going through the glass. if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) return; // pellets should carry on through spawnable enemies? //IASW_Spawnable_NPC* pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pOther); //if (pSpawnable && asw_shotgun_pellets_pass.GetBool()) //{ //m_pLastHit = pOther; //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 ); #ifdef GAME_DLL 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 ); } } #endif SetTouch( NULL ); SetThink( NULL ); //KillEffects(); //UTIL_Remove( this ); //Release(); SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove ); SetNextThink( gpGlobals->curtime ); } 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(); VectorNormalize( vecDir ); SetMoveType( MOVETYPE_NONE ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); #ifdef GAME_DLL CEffectData data; data.m_vOrigin = tr.endpos; data.m_vNormal = vForward; data.m_nEntIndex = 0; #endif //DispatchEffect( "BoltImpact", data ); UTIL_ImpactTrace( &tr, DMG_BULLET ); AddEffects( EF_NODRAW ); SetTouch( NULL ); //KillEffects(); SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); // Shoot some sparks #ifdef GAME_DLL if ( UTIL_PointContents( GetAbsOrigin(), CONTENTS_WATER ) != CONTENTS_WATER) { g_pEffects->Sparks( GetAbsOrigin() ); } #endif } else { // Put a mark unless we've hit the sky if ( ( tr.surface.flags & SURF_SKY ) == false ) { UTIL_ImpactTrace( &tr, DMG_BULLET ); } //KillEffects(); //UTIL_Remove( this ); //Release(); SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove ); SetNextThink( gpGlobals->curtime ); } } }
//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: //----------------------------------------------------------------------------- void CASW_PropJeep::FireChargedCannon( void ) { bool penetrated = false; m_bCannonCharging = false; m_flCannonTime = gpGlobals->curtime + 0.5f; StopChargeSound(); CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" ); EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" ); //Find the direction the gun is pointing in Vector aimDir; GetCannonAim( &aimDir ); Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH ); //Shoot a shot straight out trace_t tr; UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); ClearMultiDamage(); //Find how much damage to do float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; //Clamp this if ( flChargeAmount > 1.0f ) { flChargeAmount = 1.0f; } //Determine the damage amount //FIXME: Use ConVars! float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount ); CBaseEntity *pHit = tr.m_pEnt; //Look for wall penetration if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) ) { //Try wall penetration UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); Vector testPos = tr.endpos + ( aimDir * 48.0f ); UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr ); if ( tr.allsolid == false ) { UTIL_DecalTrace( &tr, "RedGlowFade" ); penetrated = true; } } else if ( pHit != NULL ) { CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK ); CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f ); //Do direct damage to anything in our path pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); } ApplyMultiDamage(); //Kick up an effect if ( !(tr.surface.flags & SURF_SKY) ) { UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); //Do a gauss explosion CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); } //Show the effect DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 ); // Register a muzzleflash for the AI if ( m_hPlayer ) { m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f ); } //Rock the car IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { Vector shoveDir = aimDir * -( flDamage * 500.0f ); pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin ); } //Do radius damage if we didn't penetrate the wall if ( penetrated == true ) { RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL ); } }
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 ); } }
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 }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGrapple::PrimaryAttack( void ) { // Can't have an active hook out if ( m_hHook != NULL ) return; #ifndef CLIENT_DLL CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; } return; } m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; //Disabled so we can shoot all the time that we want //m_iClip1--; Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); //We will not shoot bullets anymore //pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 ); pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() ); if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } trace_t tr; Vector vecShootOrigin, vecShootDir, vecDir, vecEnd; //Gets the direction where the player is aiming AngleVectors (pPlayer->EyeAngles(), &vecDir); //Gets the position of the player vecShootOrigin = pPlayer->Weapon_ShootPosition(); //Gets the position where the hook will hit vecEnd = vecShootOrigin + (vecDir * MAX_TRACE_LENGTH); //Traces a line between the two vectors UTIL_TraceLine( vecShootOrigin, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr); //Draws the beam DrawBeam( vecShootOrigin, tr.endpos, 15.5 ); //Creates an energy impact effect if we don't hit the sky or other places if ( (tr.surface.flags & SURF_SKY) == false ) { CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); UTIL_ImpactTrace( &tr, m_nBulletType ); //Makes a sprite at the end of the beam m_pLightGlow = CSprite::SpriteCreate( "sprites/physcannon_bluecore2b.vmt", GetAbsOrigin(), TRUE); //Sets FX render and color m_pLightGlow->SetTransparency( 9, 255, 255, 255, 200, kRenderFxNoDissipation ); //Sets the position m_pLightGlow->SetAbsOrigin(tr.endpos); //Bright m_pLightGlow->SetBrightness( 255 ); //Scale m_pLightGlow->SetScale( 0.65 ); } #endif FireHook(); SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) ); }
//----------------------------------------------------------------------------- // 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 ); } }
//========================================================= // Disparo //========================================================= void CWeaponGaussGun::Fire() { CBasePlayer *pOwner = ToBasePlayer(GetOwner()); // ¿El jugador no ha sido creado? if ( !pOwner ) return; m_bCharging = false; if ( m_hViewModel == NULL ) { CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm ) m_hViewModel.Set(vm); } 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); aimDir = aimDir + x * GetBulletSpread().x * vecRight + y * GetBulletSpread().y * vecUp; 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(); CBaseEntity *pHit = tr.m_pEnt; CTakeDamageInfo dmgInfo(this, pOwner, sk_plr_dmg_gauss.GetFloat(), DMG_SHOCK | DMG_DISSOLVE); if ( pHit != NULL ) { CalculateBulletDamageForce(&dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos); pHit->DispatchTraceAttack(dmgInfo, aimDir, &tr); } 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, 15, 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 ) { dmgInfo.SetDamageForce(GetAmmoDef()->DamageForce(m_iPrimaryAmmoType) * vReflection); dmgInfo.SetDamagePosition(tr.endpos); tr.m_pEnt->DispatchTraceAttack(dmgInfo, vReflection, &tr); } // Connect reflection point to end DrawBeam(tr.startpos, tr.endpos, 10); } else DrawBeam(tr.startpos, tr.endpos, 15, true); } else DrawBeam(tr.startpos, tr.endpos, 15, true); 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 + 0.5f; AddViewKick(); // Register a muzzleflash for the AI #ifndef CLIENT_DLL pOwner->SetMuzzleFlashTime(gpGlobals->curtime + 0.5); #endif }
//----------------------------------------------------------------------------- // 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; }