void CNPC_Hornet::DieTouch ( CBaseEntity *pOther )
{
	if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
	{
		return;
	}

	CPASAttenuationFilter filter( this );
	switch (random->RandomInt(0,2))
	{// buzz when you plug someone
		case 0:	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM );	break;
		case 1:	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM );	break;
		case 2:	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM );	break;
	}
			
	CTakeDamageInfo info( this, GetOwnerEntity(), m_flDamage, DMG_BULLET );
	CalculateBulletDamageForce( &info, GetAmmoDef()->Index("Hornet"), GetAbsVelocity(), GetAbsOrigin() );
	pOther->TakeDamage( info );

	m_takedamage	= DAMAGE_NO;

	m_fEffects		|= EF_NODRAW;

	AddSolidFlags( FSOLID_NOT_SOLID );// intangible
	UTIL_Relink( this );

	UTIL_Remove( this );
	SetTouch( NULL );
}
示例#2
0
void CSquidSpit::Touch ( CBaseEntity *pOther )
{
	trace_t tr;
	int		iPitch;

	if ( pOther->GetSolidFlags() & FSOLID_TRIGGER )
		 return;

	if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT)
	{
		return;
	}

	// splat sound
	iPitch = random->RandomFloat( 90, 110 );

	EmitSound( "NPC_BigMomma.SpitTouch1" );

	switch ( random->RandomInt( 0, 1 ) )
	{
	case 0:
		EmitSound( "NPC_BigMomma.SpitHit1" );
		break;
	case 1:
		EmitSound( "NPC_BigMomma.SpitHit2" );
		break;
	}

	if ( !pOther->m_takedamage )
	{
		// make a splat on the wall
		UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
		UTIL_DecalTrace(&tr, "BeerSplash" );

		// make some flecks
		CPVSFilter filter( tr.endpos );

		te->SpriteSpray( filter, 0.0,	&tr.endpos, &tr.plane.normal, m_nSquidSpitSprite, 30, 8, 5 );

	}
	else
	{
		CTakeDamageInfo info( this, this, sk_bullsquid_dmg_spit.GetFloat(), DMG_BULLET );
		CalculateBulletDamageForce( &info, GetAmmoDef()->Index("9mmRound"), GetAbsVelocity(), GetAbsOrigin() );
		pOther->TakeDamage( info );
	}

	UTIL_Remove( m_hSprite );
	UTIL_Remove( this );
}
示例#3
0
//-----------------------------------------------------------------------------
// Purpose: Try and guess the physics force to use.
//			This shouldn't be used for any damage where the damage force is unknown.
//			i.e. only use it for mapmaker specified damages.
//-----------------------------------------------------------------------------
void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale )
{
	if ( info->GetDamageType() & DMG_BULLET )
	{
		CalculateBulletDamageForce( info, GetAmmoDef()->Index("SMG1"), vecForceDir, vecForceOrigin, flScale );
	}
	else if ( info->GetDamageType() & DMG_BLAST )
	{
		CalculateExplosiveDamageForce( info, vecForceDir, vecForceOrigin, flScale );
	}
	else
	{
		CalculateMeleeDamageForce( info, vecForceDir, vecForceOrigin, flScale );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBasePlasmaProjectile::MissileTouch( CBaseEntity *pOther )
{
	Assert( pOther );
	if ( !pOther->IsSolid() )
		return;

	// Create a plasma effect
	trace_t	tr;
	Vector velDir = GetAbsVelocity();
	VectorNormalize( velDir );
	Vector vecSpot = GetLocalOrigin() - velDir * 32;

	// First, just clip to the box
	Ray_t ray;
	ray.Init( vecSpot, vecSpot + velDir * 64 );
	enginetrace->ClipRayToEntity( ray, MASK_SHOT, pOther, &tr );

	// Create the appropriate impact
	bool bHurtTarget = ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO );
	WeaponImpact( &tr, velDir, bHurtTarget, pOther, GetDamageType() );

#if !defined( CLIENT_DLL )
	CBaseEntity *pOwner = m_hOwner;

	// Do damage (unless I'm explosive, in which case I'll do damage later)
	if ( m_flDamage && !m_flExplosiveRadius )
	{
		ClearMultiDamage();
		// Assume it's a projectile, so use its velocity instead
		Vector vecDamageOrigin = GetAbsVelocity();
		VectorNormalize( vecDamageOrigin );
		vecDamageOrigin = GetAbsOrigin() - (vecDamageOrigin * 32);
		CTakeDamageInfo info( this, pOwner, m_flDamage, m_DamageType );
		CalculateBulletDamageForce( &info, GetAmmoDef()->Index("MediumRound"), GetAbsVelocity(), vecDamageOrigin );
		pOther->DispatchTraceAttack( info, velDir, &tr );
		ApplyMultiDamage();
	}
#endif

	Detonate();
}
void CNPC_Hornet::DieTouch ( CBaseEntity *pOther )
{
	if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
	{
		return;
	}

	CPASAttenuationFilter filter( this );
	EmitSound( filter, entindex(), "Hornet.Die" );
			
	CTakeDamageInfo info( this, GetOwnerEntity(), m_flDamage, DMG_BULLET );
	CalculateBulletDamageForce( &info, GetAmmoDef()->Index("Hornet"), GetAbsVelocity(), GetAbsOrigin() );
	pOther->TakeDamage( info );

	m_takedamage	= DAMAGE_NO;

	AddEffects( EF_NODRAW );

	AddSolidFlags( FSOLID_NOT_SOLID );// intangible

	UTIL_Remove( this );
	SetTouch( NULL );
}
//=========================================================
// 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

}
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
}
static int luasrc_CalculateBulletDamageForce (lua_State *L) {
  CalculateBulletDamageForce(&luaL_checkdamageinfo(L, 1), luaL_checkint(L, 2), luaL_checkvector(L, 3), luaL_checkvector(L, 4), luaL_optnumber(L, 5, 1.0));
  return 0;
}
示例#9
0
//-----------------------------------------------------------------------------
// 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 );
	}
}
示例#10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CUnitBase::FireBullets( const FireBulletsInfo_t &info )
{
	VPROF_BUDGET( "CUnitBase::FireBullets", VPROF_BUDGETGROUP_UNITS );

	static int	tracerCount;
	trace_t		tr;
	CAmmoDef*	pAmmoDef	= GetAmmoDef();
	int			nDamageType	= pAmmoDef->DamageType(info.m_iAmmoType);
	//int			nAmmoFlags	= pAmmoDef->Flags(info.m_iAmmoType);
	int iNumShots;
	float flActualDamage;

	// the default attacker is ourselves
	CBaseEntity *pAttacker = info.m_pAttacker ? info.m_pAttacker : this;

	ClearMultiDamage();
	g_MultiDamage.SetDamageType( nDamageType | DMG_NEVERGIB );

	Vector vecDir;
	Vector vecEnd;

	// Adjust spread to accuracy
	Vector vecSpread( info.m_vecSpread );
	//vecSpread.x = sin( ( (asin( info.m_vecSpread.x ) * 2.0f) * m_fAccuracy ) / 2.0f );
	//vecSpread.y = sin( ( (asin( info.m_vecSpread.y ) * 2.0f) * m_fAccuracy ) / 2.0f );
	//vecSpread.z = sin( ( (asin( info.m_vecSpread.z ) * 2.0f) * m_fAccuracy ) / 2.0f );

	// Skip multiple entities when tracing
	CWarsBulletsFilter traceFilter( this, COLLISION_GROUP_NONE );
	traceFilter.SetPassEntity( this ); // Standard pass entity for THIS so that it can be easily removed from the list after passing through a portal
	traceFilter.AddEntityToIgnore( info.m_pAdditionalIgnoreEnt );

	CShotManipulator Manipulator( info.m_vecDirShooting );

	iNumShots = info.m_iShots;
	flActualDamage = info.m_flDamage;
	if ( flActualDamage == 0.0 )
	{
		flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType );
	}

	flActualDamage *= m_fAccuracy; // Pretty much a damage modifier

	for (int iShot = 0; iShot < iNumShots; iShot++)
	{
		//vecDir = info.m_vecDirShooting;
		vecDir = Manipulator.ApplySpread( vecSpread );

		vecEnd = info.m_vecSrc + vecDir * info.m_flDistance;

		AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr);

		if( unit_debugfirebullets.GetBool() )
		{
#ifdef CLIENT_DLL
			NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 0, 0, 255, 0.1f);
			NDebugOverlay::Line(info.m_vecSrc, tr.endpos, 0, 255, 0, 255, 0.1f);
#else
			NDebugOverlay::Line(info.m_vecSrc, vecEnd, 255, 255, 0, 255, 0.1f);
			NDebugOverlay::Line(info.m_vecSrc, tr.endpos, 0, 255, 255, 255, 0.1f);
#endif // CLIENT_DLL
		}

		// Make sure given a valid bullet type
		if (info.m_iAmmoType == -1)
		{
			DevMsg("ERROR: Undefined ammo type!\n");
			return;
		}

		Vector vecTracerDest = tr.endpos;

		// do damage, paint decals
		if (tr.fraction != 1.0)
		{
			CTakeDamageInfo dmgInfo( pAttacker, pAttacker, flActualDamage, nDamageType );
			CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos );
			dmgInfo.ScaleDamageForce( info.m_flDamageForceScale );
			dmgInfo.SetAmmoType( info.m_iAmmoType );

			(dynamic_cast<CBaseEntity *>(tr.m_pEnt))->DispatchTraceAttack( dmgInfo, vecDir, &tr );

			// Effects only, FireBullets should be called on the client.
			// Dispatching on the server generates far too many events/data!
#ifdef CLIENT_DLL 
			DoImpactEffect( tr, nDamageType );

			Vector vecTracerSrc = vec3_origin;
			ComputeTracerStartPosition( info.m_vecSrc, &vecTracerSrc );

			trace_t Tracer;
			Tracer = tr;
			Tracer.endpos = vecTracerDest;

			MakeTracer( vecTracerSrc, Tracer, pAmmoDef->TracerType(info.m_iAmmoType) );
#endif // CLIENT_DLL
		}
	}

#ifdef GAME_DLL
	ApplyMultiDamage();
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
 void CWeaponGauss::Fire( void )
 {
         CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
         
         if ( pOwner == NULL )
                return;

        m_bCharging = false;
 
         Vector  startPos= pOwner->Weapon_ShootPosition();
         Vector  aimDir  = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
 
         Vector vecUp, vecRight;
         VectorVectors( aimDir, vecRight, vecUp );
 
         float x, y, z;
 
         //Gassian spread
         do {
                 x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
                 y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
                z = x*x+y*y;
         } while (z > 1);

 
         Vector  endPos  = startPos + ( aimDir * MAX_TRACE_LENGTH );
         
         //Shoot a shot straight out
         trace_t tr;
         UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
#ifndef CLIENT_DLL
         ClearMultiDamage();
#endif
 
         CBaseEntity *pHit = tr.m_pEnt;
#ifndef CLIENT_DLL         
         CTakeDamageInfo dmgInfo( this, pOwner, sk_dmg_gauss.GetFloat(), DMG_SHOCK | DMG_BULLET );
#endif
 
         if ( pHit != NULL )
        {
#ifndef CLIENT_DLL
                 CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos, 7.0f * 5.0f  );
                 pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
#endif
         }
         
         if ( tr.DidHitWorld() )
         {
                 float hitAngle = -DotProduct( tr.plane.normal, aimDir );
 
                 if ( hitAngle < 0.5f )
                 {
                         Vector vReflection;
                 
                         vReflection = 2.0 * tr.plane.normal * hitAngle + aimDir;
                         
                         startPos        = tr.endpos;
                         endPos          = startPos + ( vReflection * MAX_TRACE_LENGTH );
                         
                         //Draw beam to reflection point
                         DrawBeam( tr.startpos, tr.endpos, 1.6, true );
 
                         CPVSFilter filter( tr.endpos );
                         te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
 
                         UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
 
                         //Find new reflection end position
                         UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
 
                         if ( tr.m_pEnt != NULL )
                         {
#ifndef CLIENT_DLL
                                 dmgInfo.SetDamageForce( GetAmmoDef()->DamageForce(m_iPrimaryAmmoType) * vReflection );
                                 dmgInfo.SetDamagePosition( tr.endpos );
                                 tr.m_pEnt->DispatchTraceAttack( dmgInfo, vReflection, &tr );
#endif
                         }

                         //Connect reflection point to end
                         DrawBeam( tr.startpos, tr.endpos, 0.4 );
                 }
                 else
                {
                         DrawBeam( tr.startpos, tr.endpos, 1.6, true );
                 }
         }
         else
         {
                 DrawBeam( tr.startpos, tr.endpos, 1.6, true );
         }
#ifndef CLIENT_DLL         
         ApplyMultiDamage();
#endif
 
         UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
 
         CPVSFilter filter( tr.endpos );
         te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
 
         m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
 
         AddViewKick();


return;
 }
void 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 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
}
示例#14
0
void CDHLProjectile::PhysicsSimulate( void )
{
	//-------------------------------------------------------------------------------
	//Our own movement/physics simulation!
	//-------------------------------------------------------------------------------
	#ifdef CLIENT_DLL
		if ( m_bCollided )
			return;

		if ( !m_pShooter && m_hShooter )
			m_pShooter = m_hShooter.Get();
	#else
		if ( m_flRemoveAt > 0.0f )
		{
			if ( m_flRemoveAt < gpGlobals->curtime )
			{
				m_flRemoveAt = 0.0f;
				SUB_Remove();
			}
			return;
		}
		if ( IsMarkedForDeletion() )
			return;
	#endif

	float flFrametime = gpGlobals->frametime;
	//Scale for slow motion
	if ( DHLRules() )
	{
		if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
			flFrametime *= (dhl_bulletspeed.GetFloat() * DHLRules()->GetTimescale());
		else if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
			flFrametime *= (dhl_knifespeed.GetFloat() * DHLRules()->GetTimescale());
		else
			flFrametime *= DHLRules()->GetTimescale();
	}

	Vector vecDir = vec3_origin;
#ifndef CLIENT_DLL
	Vector vecStartPos = m_vecCurPosition; //This is where we are
	Vector vecEndPos = m_vecCurPosition; //This is where we're going
	Vector vecVelocity = m_vecCurVelocity; //Velocity
#else
	Vector vecStartPos = GetLocalOrigin(); //This is where we are
	Vector vecEndPos = GetLocalOrigin(); //This is where we're going
	Vector vecVelocity = GetLocalVelocity(); //Velocity
#endif
	//Find out where we should move to
	if ( vecVelocity != vec3_origin )
	{
		static ConVarRef gravVar( "sv_gravity" );
		//Gravity
		float newZVelocity = vecVelocity.z - ( flFrametime * gravVar.GetFloat() * GetGravity() );
		vecVelocity.z = ( (vecVelocity.z + newZVelocity) / 2 );

		vecDir = vecVelocity;
		VectorNormalize( vecDir );

		//Gravity needs to be cumulative
		#ifndef CLIENT_DLL
			m_vecCurVelocity = vecVelocity;
		#else
			SetLocalVelocity( vecVelocity );
		#endif
		vecVelocity *= flFrametime;
		vecEndPos = vecStartPos + vecVelocity;
		if ( vecEndPos.IsValid() )
		{
			CTraceFilterSkipTwoEntities movetrfilter( this, m_pShooter, COLLISION_GROUP_NONE );
			trace_t movetr;
			UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SHOT, &movetrfilter, &movetr );

			#ifndef CLIENT_DLL
				//Trace to triggers so we can hit surf glass and such
				CTakeDamageInfo	triggerInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &triggerInfo, vecDir, movetr.endpos, 0.7f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f;
					triggerInfo.SetDamageForce( vecForce );
				}
				else
					CalculateBulletDamageForce( &triggerInfo, m_iAmmoType, vecDir, movetr.endpos, 1.0f );
				triggerInfo.SetDamagePosition( movetr.endpos );
				TraceAttackToTriggers( triggerInfo, movetr.startpos, movetr.endpos, vecDir );
			#else
				//Hit ragdolls on the client
				CBaseEntity* pEnt = DHL_FX_AffectRagdolls( movetr.endpos, movetr.startpos, DMG_BULLET, &m_RagdollHitList );

				//Keep track of ones we've hit
				if ( pEnt )
					m_RagdollHitList.AddToTail( pEnt );
			#endif

			if ( movetr.DidHit() )
				if ( OnTouch( movetr, false, &movetrfilter ) )
					return;
			
			MoveProjectileToPosition( vecEndPos );
			m_flDistanceTravelled += vecEndPos.DistTo( vecStartPos );

			#ifndef CLIENT_DLL
				//On rare occasions the projectile likes to fly right through the world and keep going forever, causing a memory leak
				if ( m_flDistanceTravelled > MAX_TRACE_LENGTH )
				{
					SUB_Remove();
					//SetThink( &CDHLProjectile::SUB_Remove );
					//SetNextThink( gpGlobals->curtime + 0.1 );
				}
			#endif

		}

		//Simulate Angles
		//QAngle angles;
		#ifdef CLIENT_DLL
			QAngle angles = GetLocalAngles();
			//VectorAngles( vecDir, angles );
			//angles.z = GetLocalAngles().z; //Vector conversion loses z
			QAngle angVel = GetLocalAngularVelocity();
			angles += angVel * flFrametime;
			SetLocalAngles( angles );
			SetNetworkAngles( angles );
		#endif
	}
}
示例#15
0
//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 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
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::FireCannons( void )
{
	// ----------------------------------------------
	//  Make sure I have an enemy
	// ----------------------------------------------
	if (GetEnemy() == NULL)
	{
		return;
	}

	// ----------------------------------------------
	//  Make sure I have ammo
	// ----------------------------------------------
	if( m_iAmmoLoaded < 1 )
	{
		return;
	}
	// ----------------------------------------------
	// Make sure gun it pointing in right direction	
	// ----------------------------------------------
	Vector vGunDir;
	GetGunAim( &vGunDir );
	Vector vTargetPos;
	EnemyShootPosition(GetEnemy(),&vTargetPos);

	Vector vTargetDir = vTargetPos - GetAbsOrigin();
	VectorNormalize( vTargetDir );

	float fDotPr = DotProduct( vGunDir, vTargetDir );
	if (fDotPr < 0.95)
	{
		return;
	}

	// ----------------------------------------------
	// Check line of sight
	// ----------------------------------------------
	trace_t tr;
	AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
	if (tr.fraction < 1.0)
	{
		return;
	}

	Vector vecRight;
	Vector vecDir;
	Vector vecCenter;
	AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );

	vecCenter = WorldSpaceCenter();

	if( GetEnemy() == NULL )
	{
		return;
	}

	bool fSound = false;
	if( random->RandomInt( 0, 3 ) == 0 )
	{
		fSound = true;
	}


	EmitSound( "NPC_MissileDefense.Attack" );

	Vector vecGun;
	QAngle vecAng;
	
	GetAttachment( MD_AP_LGUN, vecGun, vecAng );

	Vector vecTarget;
	EnemyShootPosition(GetEnemy(),&vecTarget);

	vecDir = vecTarget - vecCenter;
	VectorNormalize(vecDir);
	vecDir.x += random->RandomFloat( -NOISE, NOISE );
	vecDir.y += random->RandomFloat( -NOISE, NOISE );

	Vector vecStart = vecGun + vecDir * 110;
	Vector vecEnd	= vecGun + vecDir * 4096;
	UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound );

	vecDir = vecTarget - vecCenter;
	VectorNormalize(vecDir);
	vecDir.x += random->RandomFloat( -NOISE, NOISE );
	vecDir.y += random->RandomFloat( -NOISE, NOISE );
	vecDir.z += random->RandomFloat( -NOISE, NOISE );

	GetAttachment( MD_AP_RGUN, vecGun, vecAng );
	vecStart = vecGun + vecDir * 110;
	vecEnd = vecGun + vecDir * 4096;
	UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) );

	m_iAmmoLoaded -= 2;

	if( m_iAmmoLoaded < 1 )
	{
		// Incite a reload.
		EmitSound( "NPC_MissileDefense.Reload" );
		m_flReloadedTime = gpGlobals->curtime + 0.3;
		return;
	}

	// Do damage to the missile based on distance.
	// if < 1, make damage 0.

	float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length();
	float flDamage;

	flDamage = 4000 - flDist;

	flDamage /= 1000.0;

	if( flDamage > 0 )
	{
		if( flDist <= 1500 )
		{
			flDamage *= 2;
		}

		CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE );
		CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() );
		GetEnemy()->TakeDamage( info );
	}
}
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
	}
}