#include "precompiled.h" void PlayerBlind(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, float fadeTime, float fadeHold, int alpha, Vector &color) { UTIL_ScreenFade(pPlayer, color, fadeTime, fadeHold, alpha, 0); if (fadetoblack.value != FADETOBLACK_STAY) { for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pObserver = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pObserver)) continue; if (pObserver->IsObservingPlayer(pPlayer)) { UTIL_ScreenFade(pObserver, color, fadeTime, fadeHold, alpha, 0); } } } float flDurationTime = fadeTime * 0.33; pPlayer->Blind(flDurationTime, fadeHold, fadeTime, alpha); if (TheBots) { TheBots->OnEvent(EVENT_PLAYER_BLINDED_BY_FLASHBANG, pPlayer); } #if defined(REGAMEDLL_API) && defined(REGAMEDLL_ADD) float flAdjustedDamage; if (alpha > 200) flAdjustedDamage = fadeTime / 3; else flAdjustedDamage = fadeTime / 1.75; pPlayer->CSPlayer()->RecordDamage(CBasePlayer::Instance(pevAttacker), flAdjustedDamage * 16.0f, flDurationTime); #endif } void RadiusFlash_TraceLine_hook(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, Vector &vecSrc, Vector &vecSpot, TraceResult *tr) { #ifdef REGAMEDLL_ADD gpGlobals->trace_flags = FTRACE_FLASH; #endif UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), tr); } void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = nullptr; 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))) { 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; #ifdef REGAMEDLL_FIXES vecSpot = pPlayer->EyePosition(); #else // NOTE: See CBasePlayer::BodyTarget vecSpot = pPlayer->BodyTarget(vecSrc); #endif g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr); if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity) continue; g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, VARS(tr.pHit), pevAttacker, vecSpot, vecSrc, &tr2); if (tr2.flFraction >= 1.0) { #ifdef REGAMEDLL_ADD switch ((int)teamflash.value) { case 0: if (pPlayer->pev != pevAttacker && g_pGameRules->PlayerRelationship(pPlayer, CBaseEntity::Instance(pevAttacker)) == GR_TEAMMATE) continue; break; case -1: if (pPlayer->pev == pevAttacker || g_pGameRules->PlayerRelationship(pPlayer, CBaseEntity::Instance(pevAttacker)) == GR_TEAMMATE) continue; break; } #endif 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; } } Vector color(255, 255, 255); g_ReGameHookchains.m_PlayerBlind.callChain(PlayerBlind, pPlayer, pevInflictor, pevAttacker, fadeTime, fadeHold, alpha, color); } } } float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *pEntity) { float retval = 0.0f; TraceResult tr; const float topOfHead = 25.0f; const float standFeet = 34.0f; const float crouchFeet = 14.0f; const float edgeOffset = 13.0f; const float damagePercentageChest = 0.40f; const float damagePercentageHead = 0.20f; const float damagePercentageFeet = 0.20f; const float damagePercentageRightSide = 0.10f; const float damagePercentageLeftSide = 0.10f; if (!pEntity->IsPlayer()) { // the entity is not a player, so the damage is all or nothing. UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval = 1.0f; return retval; } // check chest Vector vecChest = pEntity->pev->origin; UTIL_TraceLine(vecSrc, vecChest, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageChest; // check top of head Vector vecHead = pEntity->pev->origin + Vector(0, 0, topOfHead); UTIL_TraceLine(vecSrc, vecHead, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageHead; // check feet Vector vecFeet = pEntity->pev->origin; vecFeet.z -= (pEntity->pev->flags & FL_DUCKING) ? crouchFeet : standFeet; UTIL_TraceLine(vecSrc, vecFeet, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageFeet; Vector2D dir = (pEntity->pev->origin - vecSrc).Make2D(); dir.NormalizeInPlace(); Vector2D perp(-dir.y * edgeOffset, dir.x * edgeOffset); Vector vecRightSide = pEntity->pev->origin + Vector(perp.x, perp.y, 0); Vector vecLeftSide = pEntity->pev->origin - Vector(perp.x, perp.y, 0); // check right "edge" UTIL_TraceLine(vecSrc, vecRightSide, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageRightSide; // check left "edge" UTIL_TraceLine(vecSrc, vecLeftSide, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageLeftSide; return retval; } void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType) { CBaseEntity *pEntity = nullptr; 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))) { 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) && AreRunningCZero()) { useLOS = true; damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity); } damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity); float length; #ifdef REGAMEDLL_ADD // allow to damage breakable objects if (FClassnameIs(pEntity->pev, "func_breakable")) length = (vecSrc - pEntity->Center()).Length(); else #endif 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; #ifdef REGAMEDLL_ADD // disable grenade damage through walls? if (hegrenade_penetration.string[0] == '1' && (bitsDamageType & DMG_EXPLOSION)) { UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr); if (tr.flFraction != 1.0f) flAdjustedDamage = 0.0f; else pEntity->SetDmgPenetrationLevel(1); } #endif } #ifdef REGAMEDLL_FIXES // not allow inflict to the player damage is less than 1.0f and to entities not less than 0.0f if ((pEntity->Classify() == CLASS_PLAYER && flAdjustedDamage < 1.0f) || flAdjustedDamage <= 0.0f) continue; #else if (flAdjustedDamage < 0) flAdjustedDamage = 0; #endif 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 = nullptr; 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))) { if (pEntity->pev->takedamage != DAMAGE_NO) { // UNDONE: this should check a damage mask, not an ignore if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore) continue; // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget(vecSrc); UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr); if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict()) { if (tr.fStartSolid) { tr.vecEndPos = vecSrc; tr.flFraction = 0; } flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff; if (flAdjustedDamage < 0) flAdjustedDamage = 0; else if (flAdjustedDamage > 75) flAdjustedDamage = 75; if (tr.flFraction == 1.0f) pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType); else { ClearMultiDamage(); pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType); ApplyMultiDamage(pevInflictor, pevAttacker); } } } } }