#include "precompiled.h" void CGib::LimitVelocity() { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. if (length > 1500.0) { // This should really be sv_maxvelocity * 0.75 or something pev->velocity = pev->velocity.Normalize() * 1500; } } NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs) { int i; if (g_Language == LANGUAGE_GERMAN) { // no sticky gibs in germany right now! return; } for (i = 0; i < cGibs; ++i) { CGib *pGib = GetClassPtr((CGib *)NULL); pGib->Spawn("models/stickygib.mdl"); pGib->pev->body = RANDOM_LONG(0, 2); if (pevVictim) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3); // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity = pGib->pev->velocity * 900; pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400); pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector (0, 0,0), Vector (0, 0, 0)); pGib->SetTouch(&CGib::StickyGibTouch); pGib->SetThink(NULL); } pGib->LimitVelocity(); } } void CGib::SpawnHeadGib(entvars_t *pevVictim) { CGib *pGib = GetClassPtr((CGib *)NULL); if (g_Language == LANGUAGE_GERMAN) { // throw one head pGib->Spawn("models/germangibs.mdl"); pGib->pev->body = 0; } else { // throw one head pGib->Spawn("models/hgibs.mdl"); pGib->pev->body = 0; } if (pevVictim) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; edict_t *pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict()); if (RANDOM_LONG(0, 100) <= 5 && pentPlayer != NULL) { // 5% chance head will be thrown at player's face. entvars_t *pevPlayer = VARS(pentPlayer); pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300; pGib->pev->velocity.z += 100; } else { // TODO: fix test demo pGib->pev->velocity.z = RANDOM_FLOAT(200, 300); pGib->pev->velocity.y = RANDOM_FLOAT(-100, 100); pGib->pev->velocity.x = RANDOM_FLOAT(-100, 100); } pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->LimitVelocity(); } void CGib::SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human) { int cSplat; for (cSplat = 0; cSplat < cGibs; cSplat++) { CGib *pGib = GetClassPtr((CGib *)NULL); if (g_Language == LANGUAGE_GERMAN) { pGib->Spawn("models/germangibs.mdl"); pGib->pev->body = RANDOM_LONG(0, GERMAN_GIB_COUNT - 1); } else { if (human) { // human pieces pGib->Spawn("models/hgibs.mdl"); // start at one to avoid throwing random amounts of skulls (0th gib) pGib->pev->body = RANDOM_LONG(1, HUMAN_GIB_COUNT - 1); } else { // aliens pGib->Spawn("models/agibs.mdl"); pGib->pev->body = RANDOM_LONG(0, ALIEN_GIB_COUNT - 1); } } if (pevVictim) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT(0, 1)); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT(0, 1)); // absmin.z is in the floor because the engine subtracts 1 to enlarge the box pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT(0, 1)) + 1; // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.y += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.z += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT(300, 400); pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) pGib->pev->velocity = pGib->pev->velocity * 0.7; else if (pevVictim->health > -200) pGib->pev->velocity = pGib->pev->velocity * 2; else pGib->pev->velocity = pGib->pev->velocity * 4; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0)); } pGib->LimitVelocity(); } } BOOL CBaseMonster::__MAKE_VHOOK(HasHumanGibs)() { int myClass = Classify(); if (myClass == CLASS_HUMAN_MILITARY || myClass == CLASS_PLAYER_ALLY || myClass == CLASS_HUMAN_PASSIVE || myClass == CLASS_PLAYER) return TRUE; return FALSE; } BOOL CBaseMonster::__MAKE_VHOOK(HasAlienGibs)() { int myClass = Classify(); if (myClass == CLASS_ALIEN_MILITARY || myClass == CLASS_ALIEN_MONSTER || myClass == CLASS_ALIEN_PASSIVE || myClass == CLASS_INSECT || myClass == CLASS_ALIEN_PREDATOR || myClass == CLASS_ALIEN_PREY) return TRUE; return FALSE; } void CBaseMonster::__MAKE_VHOOK(FadeMonster)() { StopAnimation(); pev->velocity = g_vecZero; pev->movetype = MOVETYPE_NONE; pev->avelocity = g_vecZero; pev->animtime = gpGlobals->time; pev->effects |= EF_NOINTERP; SUB_StartFadeOut(); } void CBaseMonster::__MAKE_VHOOK(GibMonster)() { TraceResult tr; bool gibbed = false; EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", VOL_NORM, ATTN_NORM); // only humans throw skulls UNDONE - eventually monsters will have their own sets of gibs if (HasHumanGibs()) { // Only the player will ever get here if (CVAR_GET_FLOAT("violence_hgibs") != 0) { CGib::SpawnHeadGib(pev); // throw some human gibs. CGib::SpawnRandomGibs(pev, 4, 1); } gibbed = true; } else if (HasAlienGibs()) { // Should never get here, but someone might call it directly if (CVAR_GET_FLOAT("violence_agibs") != 0) { // Throw alien gibs CGib::SpawnRandomGibs(pev, 4, 0); } gibbed = true; } if (!IsPlayer()) { if (gibbed) { // don't remove players! SetThink(&CBaseMonster::SUB_Remove); pev->nextthink = gpGlobals->time; } else FadeMonster(); } } // GetDeathActivity - determines the best type of death // anim to play. Activity CBaseMonster::__MAKE_VHOOK(GetDeathActivity)() { Activity deathActivity; BOOL fTriedDirection; float flDot; TraceResult tr; Vector vecSrc; if (pev->deadflag != DEAD_NO) { // don't run this while dying. return m_IdealActivity; } vecSrc = Center(); fTriedDirection = FALSE; // in case we can't find any special deaths to do. deathActivity = ACT_DIESIMPLE; UTIL_MakeVectors(pev->angles); flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1); switch (m_LastHitGroup) { case HITGROUP_HEAD: // try to pick a region-specific death. deathActivity = ACT_DIE_HEADSHOT; break; case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break; case HITGROUP_GENERIC: // try to pick a death based on attack direction fTriedDirection = TRUE; if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } break; default: // try to pick a death based on attack direction fTriedDirection = TRUE; if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } break; } // can we perform the prescribed death? if (LookupActivity(deathActivity) == ACT_INVALID) { // no! did we fail to perform a directional death? if (fTriedDirection) { // if yes, we're out of options. Go simple. deathActivity = ACT_DIESIMPLE; } else { // cannot perform the ideal region-specific death, so try a direction. if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } } } if (LookupActivity(deathActivity) == ACT_INVALID) { // if we're still invalid, simple is our only option. deathActivity = ACT_DIESIMPLE; } if (deathActivity == ACT_DIEFORWARD) { // make sure there's room to fall forward UTIL_TraceHull(vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr); if (tr.flFraction != 1.0f) { deathActivity = ACT_DIESIMPLE; } } if (deathActivity == ACT_DIEBACKWARD) { // make sure there's room to fall backward UTIL_TraceHull(vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr); if (tr.flFraction != 1.0f) { deathActivity = ACT_DIESIMPLE; } } return deathActivity; } // GetSmallFlinchActivity - determines the best type of flinch // anim to play. NOXREF Activity CBaseMonster::GetSmallFlinchActivity() { Activity flinchActivity; BOOL fTriedDirection; float flDot; fTriedDirection = FALSE; UTIL_MakeVectors(pev->angles); flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1); // TODO: noxref switch (m_LastHitGroup) { case HITGROUP_HEAD: // pick a region-specific flinch flinchActivity = ACT_FLINCH_HEAD; break; case HITGROUP_STOMACH: flinchActivity = ACT_FLINCH_STOMACH; break; case HITGROUP_LEFTARM: flinchActivity = ACT_FLINCH_LEFTARM; break; case HITGROUP_RIGHTARM: flinchActivity = ACT_FLINCH_RIGHTARM; break; case HITGROUP_LEFTLEG: flinchActivity = ACT_FLINCH_LEFTLEG; break; case HITGROUP_RIGHTLEG: flinchActivity = ACT_FLINCH_RIGHTLEG; break; case HITGROUP_GENERIC: default: // just get a generic flinch. flinchActivity = ACT_SMALL_FLINCH; break; } // do we have a sequence for the ideal activity? if (LookupActivity(flinchActivity) == ACT_INVALID) { flinchActivity = ACT_SMALL_FLINCH; } return flinchActivity; } void CBaseMonster::__MAKE_VHOOK(BecomeDead)() { // don't let autoaim aim at corpses. pev->takedamage = DAMAGE_YES; // give the corpse half of the monster's original maximum health. pev->health = pev->max_health / 2; // max_health now becomes a counter for how many blood decals the corpse can place. pev->max_health = 5; // make the corpse fly away from the attack vector pev->movetype = MOVETYPE_TOSS; } BOOL CBaseMonster::ShouldGibMonster(int iGib) { if ((iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE) || (iGib == GIB_ALWAYS)) { return TRUE; } return FALSE; } void CBaseMonster::CallGibMonster() { BOOL fade = FALSE; if (HasHumanGibs()) { if (CVAR_GET_FLOAT("violence_hgibs") == 0) fade = TRUE; } else if (HasAlienGibs()) { if (CVAR_GET_FLOAT("violence_agibs") == 0) fade = TRUE; } // do something with the body. while monster blows up pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; if (fade) { FadeMonster(); } else { // make the model invisible. pev->effects = EF_NODRAW; GibMonster(); } pev->deadflag = DEAD_DEAD; FCheckAITrigger(); // don't let the status bar glitch for players.with <0 health. if (pev->health < -99.0f) { pev->health = 0; } if (ShouldFadeOnDeath() && !fade) UTIL_Remove(this); } void CBaseMonster::__MAKE_VHOOK(Killed)(entvars_t *pevAttacker, int iGib) { // unsigned int cCount = 0; // BOOL fDone = FALSE; if (HasMemory(bits_MEMORY_KILLED)) { if (ShouldGibMonster(iGib)) CallGibMonster(); return; } Remember(bits_MEMORY_KILLED); // clear the deceased's sound channels.(may have been firing or reloading when killed) EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM); m_IdealMonsterState = MONSTERSTATE_DEAD; // Make sure this condition is fired too (TakeDamage breaks out before this happens on death) SetConditions(bits_COND_LIGHT_DAMAGE); // tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); if (pOwner) { pOwner->DeathNotice(pev); } if (ShouldGibMonster(iGib)) { CallGibMonster(); return; } else if (pev->flags & FL_MONSTER) { SetTouch(NULL); BecomeDead(); } // don't let the status bar glitch for players.with <0 health. if (pev->health < -99) { pev->health = 0; } //pev->enemy = ENT(pevAttacker);//why? (sjb) m_IdealMonsterState = MONSTERSTATE_DEAD; } void CBaseEntity::SUB_StartFadeOut() { if (pev->rendermode == kRenderNormal) { pev->renderamt = 255.0f; pev->rendermode = kRenderTransTexture; } pev->solid = SOLID_NOT; pev->avelocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.1f; SetThink(&CBaseEntity::SUB_FadeOut); } void CBaseEntity::SUB_FadeOut() { if (pev->renderamt > 7) { pev->renderamt -= 7.0f; pev->nextthink = gpGlobals->time + 0.1f; } else { pev->renderamt = 0.0f; pev->nextthink = gpGlobals->time + 0.2f; SetThink(&CBaseEntity::SUB_Remove); } } void CGib::WaitTillLand() { if (!IsInWorld()) { UTIL_Remove(this); return; } if (pev->velocity == g_vecZero) { SetThink(&CBaseEntity::SUB_StartFadeOut); pev->nextthink = gpGlobals->time + m_lifeTime; if (m_bloodColor != DONT_BLEED) CSoundEnt::InsertSound(bits_SOUND_MEAT, pev->origin, 384, 25); } else pev->nextthink = gpGlobals->time + 0.5f; } void CGib::BounceGibTouch(CBaseEntity *pOther) { if (pev->flags & FL_ONGROUND) { pev->velocity = pev->velocity * 0.9; pev->angles.x = 0; pev->angles.z = 0; pev->avelocity.x = 0; pev->avelocity.z = 0; } else { if (g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED) { TraceResult tr; Vector vecSpot = pev->origin + Vector(0, 0, 8); UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); m_cBloodDecals--; } if (m_material != matNone && !RANDOM_LONG(0, 2)) { float zvel = Q_fabs(pev->velocity.z); float volume = 0.8 * Q_min(1.0f, zvel / 450); CBreakable::MaterialSoundRandom(edict(), (Materials)m_material, volume); } } } // Sticky gib puts blood on the wall and stays put. void CGib::StickyGibTouch(CBaseEntity *pOther) { Vector vecSpot; TraceResult tr; SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 10; if (!FClassnameIs(pOther->pev, "worldspawn")) { pev->nextthink = gpGlobals->time; return; } vecSpot = pev->origin + pev->velocity * 32; UTIL_TraceLine(pev->origin, vecSpot, ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); pev->velocity = tr.vecPlaneNormal * -1; pev->angles = UTIL_VecToAngles(pev->velocity); pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } void CGib::Spawn(const char *szGibModel) { pev->movetype = MOVETYPE_BOUNCE; // deading the bounce a bit pev->friction = 0.55; // sometimes an entity inherits the edict from a former piece of glass, // and will spawn using the same render FX or rendermode! bad! pev->renderamt = 255.0; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; /// hopefully this will fix the VELOCITY TOO LOW crap pev->solid = SOLID_SLIDEBOX; MAKE_STRING_CLASS("gib", pev); SET_MODEL(ENT(pev), szGibModel); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); pev->nextthink = gpGlobals->time + 4.0f; m_lifeTime = 25.0f; SetThink(&CGib::WaitTillLand); SetTouch(&CGib::BounceGibTouch); m_material = matNone; // how many blood decals this gib can place (1 per bounce until none remain). m_cBloodDecals = 5; } int CBaseMonster::__MAKE_VHOOK(TakeHealth)(float flHealth, int bitsDamageType) { if (pev->takedamage == DAMAGE_NO) return 0; // clear out any damage types we healed. // UNDONE: generic health should not heal any // UNDONE: time-based damage m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED); return CBaseEntity::TakeHealth(flHealth, bitsDamageType); } // The damage is coming from inflictor, but get mad at attacker // This should be the only function that ever reduces health. // bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK // // Time-based damage: only occurs while the monster is within the trigger_hurt. // When a monster is poisoned via an arrow etc it takes all the poison damage at once. int CBaseMonster::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { float flTake; Vector vecDir; if (pev->takedamage == DAMAGE_NO) return 0; if (!IsAlive()) { return DeadTakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } if (pev->deadflag == DEAD_NO) { // no pain sound during death animation. PainSound(); } // LATER: make armor consideration here! flTake = flDamage; // set damage type sustained m_bitsDamageType |= bitsDamageType; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector(0, 0, 0); if (!FNullEnt(pevInflictor)) { CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor); if (pInflictor) { #ifndef PLAY_GAMEDLL vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize(); #else // TODO: fix test demo vecDir = NormalizeSubtract< float_precision, float, float_precision, float_precision >(Center(), pInflictor->Center() - Vector(0, 0, 10)); #endif vecDir = g_vecAttackDir = vecDir.Normalize(); } } // add to the damage total for clients, which will be sent as a single // message at the end of the frame // TODO: remove after combining shotgun blasts? if (IsPlayer()) { if (pevInflictor) { pev->dmg_inflictor = ENT(pevInflictor); } pev->dmg_take += flTake; } pev->health -= flTake; if (m_MonsterState == MONSTERSTATE_SCRIPT) { SetConditions(bits_COND_LIGHT_DAMAGE); return 0; } if (pev->health <= 0.0f) { g_pevLastInflictor = pevInflictor; if (bitsDamageType & DMG_ALWAYSGIB) Killed(pevAttacker, GIB_ALWAYS); else if (bitsDamageType & DMG_NEVERGIB) Killed(pevAttacker, GIB_NEVER); else Killed(pevAttacker, GIB_NORMAL); g_pevLastInflictor = NULL; return 0; } if ((pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker)) { if (pevAttacker->flags & (FL_MONSTER | FL_CLIENT)) { if (pevInflictor) { if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY)) m_vecEnemyLKP = pevInflictor->origin; } else { m_vecEnemyLKP = pev->origin + (g_vecAttackDir * 64); } MakeIdealYaw(m_vecEnemyLKP); if (flDamage > 20.0f) { SetConditions(bits_COND_LIGHT_DAMAGE); } if (flDamage >= 20.0f) { SetConditions(bits_COND_HEAVY_DAMAGE); } } } return 1; } // DeadTakeDamage - takedamage function called when a monster's corpse is damaged. int CBaseMonster::DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). Vector vecDir = Vector(0, 0, 0); if (!FNullEnt(pevInflictor)) { CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor); if (pInflictor) { vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } // turn this back on when the bounding box issues are resolved. #if 0 pev->flags &= ~FL_ONGROUND; pev->origin.z += 1; // let the damage scoot the corpse around a bit. if (!FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER)) { pev->velocity = pev->velocity + vecDir * -DamageForce(flDamage); } #endif // kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse. if (bitsDamageType & DMG_GIB_CORPSE) { if (pev->health <= flDamage) { pev->health = -50; Killed(pevAttacker, GIB_ALWAYS); return 0; } // Accumulate corpse gibbing damage, so you can gib with multiple hits pev->health -= flDamage * 0.1; } return 1; } float CBaseMonster::DamageForce(float damage) { float_precision force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if (force > 1000.0) { force = 1000.0; } return force; } void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; float flRadius = 1500; if (flRadius) falloff = flDamage / flRadius; else falloff = 1; int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER); vecSrc.z += 1; while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, 1500.0)) != NULL) { TraceResult tr2; Vector vecLOS; float flDot; float fadeTime; float fadeHold; int alpha; CBasePlayer *pPlayer; float currentHoldTime; if (!pEntity->IsPlayer()) continue; pPlayer = (CBasePlayer *)pEntity; if (pPlayer->pev->takedamage == DAMAGE_NO || pPlayer->pev->deadflag != DEAD_NO) continue; if (bInWater && pPlayer->pev->waterlevel == 0) continue; if (!bInWater && pPlayer->pev->waterlevel == 3) continue; vecSpot = pPlayer->BodyTarget(vecSrc); UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr); if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity) continue; UTIL_TraceLine(vecSpot, vecSrc, dont_ignore_monsters, tr.pHit, &tr2); if (tr2.flFraction >= 1.0) { if (tr.fStartSolid) { tr.vecEndPos = vecSrc; tr.flFraction = 0; } flAdjustedDamage = flDamage - (vecSrc - tr.vecEndPos).Length() * falloff; if (flAdjustedDamage < 0) flAdjustedDamage = 0; UTIL_MakeVectors(pPlayer->pev->v_angle); vecLOS = vecSrc - pPlayer->EarPosition(); flDot = DotProduct(vecLOS, gpGlobals->v_forward); if (flDot < 0) { alpha = 200; fadeTime = flAdjustedDamage * 1.75; fadeHold = flAdjustedDamage / 3.5; } else { alpha = 255; fadeTime = flAdjustedDamage * 3; fadeHold = flAdjustedDamage / 1.5; } currentHoldTime = pPlayer->m_blindStartTime + pPlayer->m_blindHoldTime - gpGlobals->time; if (currentHoldTime > 0.0 && alpha == 255) fadeHold += currentHoldTime; if (pPlayer->m_blindStartTime != 0.0f && pPlayer->m_blindFadeTime != 0.0f) { if ((pPlayer->m_blindStartTime + pPlayer->m_blindFadeTime + pPlayer->m_blindHoldTime) > gpGlobals->time) { if (pPlayer->m_blindFadeTime > fadeTime) fadeTime = pPlayer->m_blindFadeTime; if (pPlayer->m_blindAlpha >= alpha) alpha = pPlayer->m_blindAlpha; } } UTIL_ScreenFade(pPlayer, Vector(255, 255, 255), fadeTime, fadeHold, alpha, 0); for (int i = 1; i <= gpGlobals->maxClients; ++i) { CBasePlayer *pObserver = static_cast(UTIL_PlayerByIndex(i)); if (!pObserver || !pObserver->IsObservingPlayer(pPlayer)) continue; if (!fadetoblack.value) { UTIL_ScreenFade(pObserver, Vector(255, 255, 255), fadeTime, fadeHold, alpha, 0); } } pPlayer->Blind(fadeTime * 0.33, fadeHold, fadeTime, alpha); if (TheBots != NULL) { TheBots->OnEvent(EVENT_PLAYER_BLINDED_BY_FLASHBANG, pPlayer); } } } } float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity) { float retval = 0.0f; TraceResult tr; Vector spot; Vector2D dir; Vector2D perp; const float topOfHead = 25.0f; const float standFeet = 34.0f; const float crouchFeet = 14.0f; const float edgeOffset = 13.0f; if (!entity->IsPlayer()) { UTIL_TraceLine(vecSrc, entity->pev->origin, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval = 1.0f; return retval; } UTIL_TraceLine(vecSrc, entity->pev->origin, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval += 0.4f; spot = entity->pev->origin + Vector(0, 0, topOfHead); UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval += 0.2f; spot = entity->pev->origin; if (entity->pev->flags & FL_DUCKING) spot.z -= crouchFeet; else spot.z -= standFeet; UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval += 0.2f; dir = (entity->pev->origin - vecSrc).Make2D(); dir.NormalizeInPlace(); perp.x = -dir.y * edgeOffset; perp.y = dir.x * edgeOffset; spot = entity->pev->origin + Vector(perp.x, perp.y, 0); UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval += 0.1; spot = entity->pev->origin - Vector(perp.x, perp.y, 0); UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr); if (tr.flFraction == 1.0f) retval += 0.1; return retval; } void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if (flRadius) falloff = flDamage / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER); // in case grenade is lying on the ground vecSrc.z += 1; if (!pevAttacker) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL) { if (pEntity->pev->takedamage != DAMAGE_NO) { // UNDONE: this should check a damage mask, not an ignore if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore) continue; // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; bool useLOS = false; float damageRatio = 1.0f; if ((bitsDamageType & DMG_EXPLOSION) && g_bIsCzeroGame) { useLOS = true; damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity); } float length = (vecSrc - pEntity->pev->origin).Length(); if (useLOS) { if (!flRadius) flRadius = flDamage; if (!flDamage) flRadius = 0; flAdjustedDamage = (flRadius - length) * (flRadius - length) * 1.25 / (flRadius * flRadius) * (damageRatio * flDamage) * 1.5; } else flAdjustedDamage = flDamage - length * falloff; if (flAdjustedDamage < 0) flAdjustedDamage = 0; pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType); } } } void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if (flRadius) falloff = flDamage / flRadius; else falloff = 1; int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER); vecSrc.z += 1; if (!pevAttacker) pevAttacker = pevInflictor; while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL) { if (pEntity->pev->takedamage != DAMAGE_NO) { if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore) continue; if (bInWater && !pEntity->pev->waterlevel) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget(vecSrc); UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr); if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict()) { if (tr.fStartSolid) { tr.vecEndPos = vecSrc; tr.flFraction = 0; } flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff; if (flAdjustedDamage < 0) flAdjustedDamage = 0; else if (flAdjustedDamage > 75) flAdjustedDamage = 75; if (tr.flFraction == 1.0f) pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType); else { ClearMultiDamage(); pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType); ApplyMultiDamage(pevInflictor, pevAttacker); } } } } } void CBaseMonster::RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { if (flDamage > 80) ::RadiusDamage(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType); else ::RadiusDamage2(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * (RANDOM_FLOAT(0.5, 1.5) + 3), iClassIgnore, bitsDamageType); } NOXREF void CBaseMonster::RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { if (flDamage > 80) ::RadiusDamage(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType); else ::RadiusDamage2(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * (RANDOM_FLOAT(0.5, 1.5) + 3), iClassIgnore, bitsDamageType); } // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to // the damaged entity in case the monster wishes to do // other stuff to the victim (punchangle, etc) // // Used for many contact-range melee attacks. Bites, claws, etc. NOXREF CBaseEntity *CBaseMonster::CheckTraceHullAttack(float flDist, int iDamage, int iDmgType) { TraceResult tr; if (IsPlayer()) UTIL_MakeVectors(pev->angles); else UTIL_MakeAimVectors(pev->angles); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist); UTIL_TraceHull(vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr); if (tr.pHit) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (iDamage > 0) { pEntity->TakeDamage(pev, pev, iDamage, iDmgType); } return pEntity; } return NULL; } // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. BOOL CBaseMonster::__MAKE_VHOOK(FInViewCone)(CBaseEntity *pEntity) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors(pev->angles); vec2LOS = (pEntity->pev->origin - pev->origin).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D()); if (flDot > m_flFieldOfView) { return TRUE; } else { return FALSE; } } // FInViewCone - returns true is the passed vector is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. BOOL CBaseMonster::__MAKE_VHOOK(FInViewCone)(const Vector *pOrigin) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors(pev->angles); vec2LOS = (*pOrigin - pev->origin).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D()); if (flDot > m_flFieldOfView) { return TRUE; } else { return FALSE; } } // FVisible - returns true if a line can be traced from // the caller's eyes to the target BOOL CBaseEntity::__MAKE_VHOOK(FVisible)(CBaseEntity *pEntity) { TraceResult tr; Vector vecLookerOrigin; Vector vecTargetOrigin; if (pEntity->pev->flags & FL_NOTARGET) return FALSE; // don't look through water if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) return FALSE; //look through the caller's 'eyes' vecLookerOrigin = pev->origin + pev->view_ofs; vecTargetOrigin = pEntity->EyePosition(); UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr); if (tr.flFraction != 1.0f) { // Line of sight is not established return FALSE; } else { // line of sight is valid. return TRUE; } } // FVisible - returns true if a line can be traced from // the caller's eyes to the target vector BOOL CBaseEntity::__MAKE_VHOOK(FVisible)(const Vector &vecOrigin) { TraceResult tr; Vector vecLookerOrigin; //look through the caller's 'eyes' vecLookerOrigin = EyePosition(); UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr); if (tr.flFraction != 1.0f) { // Line of sight is not established return FALSE; } else { // line of sight is valid. return TRUE; } } void CBaseEntity::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; if (pev->takedamage == DAMAGE_YES) { AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); int blood = BloodColor(); if (blood != DONT_BLEED) { // a little surface blood. SpawnBlood(vecOrigin, blood, flDamage); TraceBleed(flDamage, vecDir, ptr, bitsDamageType); } } } void CBaseMonster::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; if (pev->takedamage == DAMAGE_YES) { m_LastHitGroup = ptr->iHitgroup; switch (ptr->iHitgroup) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: flDamage *= 3; break; case HITGROUP_CHEST: case HITGROUP_STOMACH: flDamage *= 1.5; break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= 1.0; break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= 0.75; break; case HITGROUP_SHIELD: flDamage = 0; break; default: break; } AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); int blood = BloodColor(); if (blood != DONT_BLEED) { // a little surface blood. SpawnBlood(vecOrigin, blood, flDamage); } } } void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker) { static int tracerCount; int tracer; TraceResult tr; Vector vecRight, vecUp; bool m_bCreatedShotgunSpark = true; vecRight = gpGlobals->v_right; vecUp = gpGlobals->v_up; if (!pevAttacker) { // the default attacker is ourselves pevAttacker = pev; } ClearMultiDamage(); gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB); for (ULONG iShot = 1; iShot <= cShots; iShot++) { int spark = 0; // get circular gaussian spread float x, y, z; do { x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); z = x * x + y * y; } while (z > 1); Vector vecDir, vecEnd; vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr); tracer = 0; if (iTracerFreq != 0 && !(tracerCount++ % iTracerFreq)) { Vector vecTracerSrc; if (IsPlayer()) { // adjust tracer position for player vecTracerSrc = vecSrc + Vector(0, 0, -4) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16; } else { vecTracerSrc = vecSrc; } // guns that always trace also always decal if (iTracerFreq != 1) tracer = 1; MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecTracerSrc); WRITE_BYTE(TE_TRACER); WRITE_COORD(vecTracerSrc.x); WRITE_COORD(vecTracerSrc.y); WRITE_COORD(vecTracerSrc.z); WRITE_COORD(tr.vecEndPos.x); WRITE_COORD(tr.vecEndPos.y); WRITE_COORD(tr.vecEndPos.z); MESSAGE_END(); } // do damage, paint decals if (tr.flFraction != 1.0f) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (iDamage) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB)); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType, false, pev, false); } else { float flDamage; switch (iBulletType) { case BULLET_PLAYER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_BUCKSHOT: flDamage = ((1 - tr.flFraction) * 20); pEntity->TraceAttack(pevAttacker, int(flDamage), vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_357: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); break; case BULLET_MONSTER_9MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType, false, pev, false); break; case BULLET_MONSTER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType, false, pev, false); break; case BULLET_MONSTER_12MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET); if (!tracer) { TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType, false, pev, false); } break; case BULLET_NONE: flDamage = 50; pEntity->TraceAttack(pevAttacker, flDamage, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if (!FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != kRenderNormal) { UTIL_DecalTrace(&tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2)); } break; default: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET); break; } } } // make bullet trails UTIL_BubbleTrail(vecSrc, tr.vecEndPos, int((flDistance * tr.flFraction) / 64)); } ApplyMultiDamage(pev, pevAttacker); } NOXREF char *vstr(float *v) { static int idx = 0; static char string[ 16 ][ 1024 ]; idx = (idx + 1) % 0xF; Q_sprintf(string[ idx ], "%.4f %.4f %.4f", v[0], v[1], v[2]); return string[ idx ]; } // Go to the trouble of combining multiple pellets into a single damage call. // This version is used by Players, uses the random seed generator to sync client and server side shots. Vector CBaseEntity::FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand) { int iOriginalPenetration = iPenetration; int iPenetrationPower; float flPenetrationDistance; int iCurrentDamage = iDamage; float flCurrentDistance; TraceResult tr, tr2; Vector vecRight, vecUp; bool bHitMetal = false; int iSparksAmount = 1; vecRight = gpGlobals->v_right; vecUp = gpGlobals->v_up; switch (iBulletType) { case BULLET_PLAYER_9MM: iPenetrationPower = 21; flPenetrationDistance = 800; break; case BULLET_PLAYER_45ACP: iPenetrationPower = 15; flPenetrationDistance = 500; break; case BULLET_PLAYER_50AE: iPenetrationPower = 30; flPenetrationDistance = 1000; break; case BULLET_PLAYER_762MM: iPenetrationPower = 39; flPenetrationDistance = 5000; break; case BULLET_PLAYER_556MM: iPenetrationPower = 35; flPenetrationDistance = 4000; break; case BULLET_PLAYER_338MAG: iPenetrationPower = 45; flPenetrationDistance = 8000; break; case BULLET_PLAYER_57MM: iPenetrationPower = 30; flPenetrationDistance = 2000; break; case BULLET_PLAYER_357SIG: iPenetrationPower = 25; flPenetrationDistance = 800; break; default: iPenetrationPower = 0; flPenetrationDistance = 0; break; } if (!pevAttacker) { // the default attacker is ourselves pevAttacker = pev; } gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB); float x, y, z; if (IsPlayer()) { // Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat(shared_rand, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 1, -0.5, 0.5); y = UTIL_SharedRandomFloat(shared_rand + 2, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 3, -0.5, 0.5); } else { do { x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); z = x * x + y * y; } while (z > 1); } Vector vecDir, vecEnd; Vector vecOldSrc, vecNewSrc; vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp; vecEnd = vecSrc + vecDir * flDistance; float flDamageModifier = 0.5; while (iPenetration != 0) { ClearMultiDamage(); UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr); if (TheBots != NULL && tr.flFraction != 1.0f) { TheBots->OnEvent(EVENT_BULLET_IMPACT, this, (CBaseEntity *)&tr.vecEndPos); } char cTextureType = UTIL_TextureHit(&tr, vecSrc, vecEnd); bool bSparks = false; switch (cTextureType) { case CHAR_TEX_METAL: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.15; flDamageModifier = 0.2; break; case CHAR_TEX_CONCRETE: iPenetrationPower *= 0.25; break; case CHAR_TEX_GRATE: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.5; flDamageModifier = 0.4; break; case CHAR_TEX_VENT: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.5; flDamageModifier = 0.45; break; case CHAR_TEX_TILE: iPenetrationPower *= 0.65; flDamageModifier = 0.3; break; case CHAR_TEX_COMPUTER: bHitMetal = true; bSparks = true; iPenetrationPower *= 0.4; flDamageModifier = 0.45; break; case CHAR_TEX_WOOD: flDamageModifier = 0.6; break; default: break; } if (tr.flFraction != 1.0f) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); iPenetration--; flCurrentDistance = tr.flFraction * flDistance; iCurrentDamage *= Q_pow(flRangeModifier, flCurrentDistance / 500); if (flCurrentDistance > flPenetrationDistance) { iPenetration = 0; } if (tr.iHitgroup == HITGROUP_SHIELD) { EMIT_SOUND(pEntity->edict(), CHAN_VOICE, (RANDOM_LONG(0, 1) == 1) ? "weapons/ric_metal-1.wav" : "weapons/ric_metal-2.wav", VOL_NORM, ATTN_NORM); UTIL_Sparks(tr.vecEndPos); pEntity->pev->punchangle.x = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15); pEntity->pev->punchangle.z = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15); if (pEntity->pev->punchangle.x < 4) { pEntity->pev->punchangle.x = -4; } if (pEntity->pev->punchangle.z < -5) { pEntity->pev->punchangle.z = -5; } else if (pEntity->pev->punchangle.z > 5) { pEntity->pev->punchangle.z = 5; } break; } float flDistanceModifier; if (VARS(tr.pHit)->solid != SOLID_BSP || !iPenetration) { iPenetrationPower = 42; flDamageModifier = 0.75; flDistanceModifier = 0.75; } else flDistanceModifier = 0.5; DecalGunshot(&tr, iBulletType, (!bPistol && RANDOM_LONG(0, 3)), pev, bHitMetal); vecSrc = tr.vecEndPos + (vecDir * iPenetrationPower); flDistance = (flDistance - flCurrentDistance) * flDistanceModifier; vecEnd = vecSrc + (vecDir * flDistance); pEntity->TraceAttack(pevAttacker, iCurrentDamage, vecDir, &tr, (DMG_BULLET | DMG_NEVERGIB)); iCurrentDamage *= flDamageModifier; } else iPenetration = 0; ApplyMultiDamage(pev, pevAttacker); } return Vector(x * vecSpread, y * vecSpread, 0); } void CBaseEntity::__MAKE_VHOOK(TraceBleed)(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if (BloodColor() == DONT_BLEED) return; if (!flDamage) return; if (!(bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR))) return; // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; float flNoise; int cCount; int i; if (flDamage < 10.0f) { flNoise = 0.1f; cCount = 1; } else if (flDamage < 25.0f) { flNoise = 0.2f; cCount = 2; } else { flNoise = 0.3f; cCount = 4; } for (i = 0; i < cCount; ++i) { // trace in the opposite direction the shot came from (the direction the shot is going) vecTraceDir = vecDir * -1.0f; vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise); UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172.0f, ignore_monsters, ENT(pev), &Bloodtr); if (Bloodtr.flFraction != 1.0f) { if (!RANDOM_LONG(0, 2)) { UTIL_BloodDecalTrace(&Bloodtr, BloodColor()); } } } } NOXREF void CBaseMonster::MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir) { // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; int i; if (!IsAlive()) { // dealing with a dead monster. if (pev->max_health <= 0) { // no blood decal for a monster that has already decalled its limit. return; } else pev->max_health--; } for (i = 0; i < cCount; ++i) { vecTraceDir = vecDir; vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise); UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr); if (Bloodtr.flFraction != 1.0f) { UTIL_BloodDecalTrace(&Bloodtr, BloodColor()); } } } void CBaseMonster::BloodSplat(const Vector &vecSrc, const Vector &vecDir, int HitLocation, int iVelocity) { if (HitLocation != HITGROUP_HEAD) return; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc); WRITE_BYTE(TE_BLOODSTREAM); WRITE_COORD(vecSrc.x); WRITE_COORD(vecSrc.y); WRITE_COORD(vecSrc.z); WRITE_COORD(vecDir.x); WRITE_COORD(vecDir.y); WRITE_COORD(vecDir.z); WRITE_BYTE(223); WRITE_BYTE(iVelocity + RANDOM_LONG(0, 100)); MESSAGE_END(); }