mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
2f82bb17ae
Better implemented static members by all objects of the class MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder) Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
1166 lines
34 KiB
C++
1166 lines
34 KiB
C++
#include "precompiled.h"
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/* <5f4cb> ../cstrike/dlls/combat.cpp:52 */
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NOBODY void CGib::LimitVelocity(void)
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{
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// {
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// float length; // 54
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// Length(const Vector *const this); // 54
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// }
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// LimitVelocity(CGib *const this); // 52
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}
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/* <60320> ../cstrike/dlls/combat.cpp:63 */
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NOBODY void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs)
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{
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// {
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// int i; // 65
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// {
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// class CGib *pGib; // 75
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// GetClassPtr<CGib>(CGib *a); // 75
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// operator*(const Vector *const this,
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// float fl); // 93
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// operator*(const Vector *const this,
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// float fl); // 100
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// Instance(entvars_t *pev); // 106
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// operator*(const Vector *const this,
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// float fl); // 110
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// operator*(const Vector *const this,
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// float fl); // 118
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 124
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 124
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// LimitVelocity(CGib *const this); // 128
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// operator*(const Vector *const this,
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// float fl); // 114
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// }
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// }
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}
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/* <5ff7f> ../cstrike/dlls/combat.cpp:132 */
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NOBODY void CGib::SpawnHeadGib(entvars_t *pevVictim)
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{
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// {
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// class CGib *pGib; // 134
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// GetClassPtr<CGib>(CGib *a); // 134
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// {
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// edict_t *pentPlayer; // 151
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// operator+(const Vector *const this,
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// const Vector &v); // 149
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// {
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// entvars_t *pevPlayer; // 156
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// operator+(const Vector *const this,
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// const Vector &v); // 159
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// operator-(const Vector *const this,
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// const Vector &v); // 159
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// Normalize(const Vector *const this); // 159
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// }
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// edict(CBaseEntity *const this); // 151
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// Instance(entvars_t *pev); // 172
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// operator*(const Vector *const this,
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// float fl); // 184
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// operator*(const Vector *const this,
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// float fl); // 176
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// operator*(const Vector *const this,
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// float fl); // 180
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// }
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// LimitVelocity(CGib *const this); // 187
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// }
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}
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/* <606c8> ../cstrike/dlls/combat.cpp:190 */
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NOBODY void CGib::SpawnRandomGibs(entvars_t *pevVictim, int human, int cGibs)
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{
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// {
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// int cSplat; // 192
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// {
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// class CGib *pGib; // 196
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// operator*(const Vector *const this,
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// float fl); // 227
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// operator*(const Vector *const this,
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// float fl); // 234
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// Instance(entvars_t *pev); // 240
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// operator*(const Vector *const this,
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// float fl); // 244
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// operator*(const Vector *const this,
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// float fl); // 252
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 256
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 256
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// LimitVelocity(CGib *const this); // 258
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// GetClassPtr<CGib>(CGib *a); // 196
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// operator*(const Vector *const this,
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// float fl); // 248
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// }
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// }
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}
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/* <5f58a> ../cstrike/dlls/combat.cpp:263 */
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NOBODY BOOL CBaseMonster::HasHumanGibs_(void)
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{
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// {
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// int myClass; // 265
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// }
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}
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/* <5f5ca> ../cstrike/dlls/combat.cpp:278 */
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NOBODY BOOL CBaseMonster::HasAlienGibs_(void)
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{
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// {
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// int myClass; // 280
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// }
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}
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/* <5f60a> ../cstrike/dlls/combat.cpp:295 */
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NOBODY void CBaseMonster::FadeMonster_(void)
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{
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// StopAnimation(CBaseMonster *const this); // 297
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// SUB_StartFadeOut(CBaseEntity *const this); // 303
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}
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/* <60a59> ../cstrike/dlls/combat.cpp:310 */
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NOBODY void CBaseMonster::GibMonster_(void)
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{
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// {
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// TraceResult tr; // 312
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// BOOL gibbed; // 313
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 315
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// }
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}
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/* <5f65e> ../cstrike/dlls/combat.cpp:355 */
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NOBODY Activity CBaseMonster::GetDeathActivity_(void)
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{
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// {
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// Activity deathActivity; // 357
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// BOOL fTriedDirection; // 358
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// float flDot; // 359
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// TraceResult tr; // 360
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// class Vector vecSrc; // 361
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// operator*(const Vector *const this,
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// float fl); // 375
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// DotProduct(const Vector &a,
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// const Vector &b); // 375
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// edict(CBaseEntity *const this); // 461
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// operator*(const Vector *const this,
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// float fl); // 461
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// operator-(const Vector *const this,
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// const Vector &v); // 461
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// edict(CBaseEntity *const this); // 450
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// operator*(const Vector *const this,
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// float fl); // 450
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// operator+(const Vector *const this,
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// const Vector &v); // 450
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// }
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}
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/* <5f848> ../cstrike/dlls/combat.cpp:476 */
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NOBODY Activity CBaseMonster::GetSmallFlinchActivity(void)
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{
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// {
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// Activity flinchActivity; // 478
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// BOOL fTriedDirection; // 479
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// float flDot; // 480
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// }
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}
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/* <5f8a6> ../cstrike/dlls/combat.cpp:525 */
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void CBaseMonster::BecomeDead_(void)
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{
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// don't let autoaim aim at corpses.
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pev->takedamage = DAMAGE_YES;
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// give the corpse half of the monster's original maximum health.
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pev->health = pev->max_health / 2;
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// max_health now becomes a counter for how many blood decals the corpse can place.
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pev->max_health = 5;
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// make the corpse fly away from the attack vector
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pev->movetype = MOVETYPE_TOSS;
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}
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/* <5f8cc> ../cstrike/dlls/combat.cpp:542 */
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NOBODY BOOL CBaseMonster::ShouldGibMonster(int iGib)
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{
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}
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/* <5f8f8> ../cstrike/dlls/combat.cpp:551 */
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NOBODY void CBaseMonster::CallGibMonster(void)
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{
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// {
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// BOOL fade; // 553
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// }
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}
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/* <5f938> ../cstrike/dlls/combat.cpp:598 */
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NOBODY void CBaseMonster::Killed_(entvars_t *pevAttacker, int iGib)
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{
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// {
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// unsigned int cCount; // 600
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// BOOL fDone; // 601
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// class CBaseEntity *pOwner; // 619
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// HasMemory(CBaseMonster *const this,
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// int iMemory); // 603
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// ShouldGibMonster(CBaseMonster *const this,
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// int iGib); // 605
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// Remember(CBaseMonster *const this,
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// int iMemory); // 610
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 613
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// SetConditions(CBaseMonster *const this,
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// int iConditions); // 616
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// Instance(edict_t *pent); // 619
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// ShouldGibMonster(CBaseMonster *const this,
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// int iGib); // 625
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// }
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}
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/* <5e84e> ../cstrike/dlls/combat.cpp:652 */
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NOBODY void CBaseEntity::SUB_StartFadeOut(void)
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{
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}
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/* <5ea72> ../cstrike/dlls/combat.cpp:667 */
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NOBODY void CBaseEntity::SUB_FadeOut(void)
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{
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// SUB_FadeOut(CBaseEntity *const this); // 667
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}
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/* <5eab1> ../cstrike/dlls/combat.cpp:688 */
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NOBODY void CGib::WaitTillLand(void)
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{
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// operator==(const Vector ::WaitTillLand(// const Vector &v); // 696
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// WaitTillLand(CGib *const this); // 688
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}
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/* <5eee0> ../cstrike/dlls/combat.cpp:718 */
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NOBODY void CGib::BounceGibTouch(CBaseEntity *pOther)
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{
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// {
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// class Vector vecSpot; // 720
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// TraceResult tr; // 721
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// operator*(const Vector *const this,
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// float fl); // 728
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// }
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// BounceGibTouch(CGib *const this,
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// class CBaseEntity *pOther); // 718
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}
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/* <5ed6d> ../cstrike/dlls/combat.cpp:761 */
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NOBODY void CGib::StickyGibTouch(CBaseEntity *pOther)
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{
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// {
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// class Vector vecSpot; // 763
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// TraceResult tr; // 764
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// FClassnameIs(entvars_t *pev,
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// const char *szClassname); // 769
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// }
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// StickyGibTouch(CGib *const this,
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// class CBaseEntity *pOther); // 761
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}
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/* <5fb0b> ../cstrike/dlls/combat.cpp:789 */
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NOBODY void CGib::Spawn(const char *szGibModel)
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{
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// MAKE_STRING_CLASS(const char *str,
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// entvars_t *pev); // 800
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 803
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 803
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}
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/* <60aea> ../cstrike/dlls/combat.cpp:815 */
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int CBaseMonster::TakeHealth_(float flHealth, int bitsDamageType)
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{
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if (pev->takedamage == DAMAGE_NO)
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return 0;
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// clear out any damage types we healed.
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// UNDONE: generic health should not heal any
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// UNDONE: time-based damage
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m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED);
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return CBaseEntity::TakeHealth(flHealth, bitsDamageType);
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}
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/* <60d7a> ../cstrike/dlls/combat.cpp:845 */
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NOBODY int CBaseMonster::TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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// {
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// float flTake; // 847
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// class Vector vecDir; // 848
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// FNullEnt(entvars_t *pev); // 872
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// {
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// class CBaseEntity *pInflictor; // 874
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// Instance(entvars_t *pev); // 874
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// operator-(const Vector *const this,
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// const Vector &v); // 877
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// operator-(const Vector *const this,
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// const Vector &v); // 877
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// Normalize(const Vector *const this); // 877
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// Normalize(const Vector *const this); // 878
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// }
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// FNullEnt(entvars_t *pev); // 939
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// Vector(Vector *const this,
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// const Vector &v); // 957
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// SetConditions(CBaseMonster *const this,
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// int iConditions); // 964
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// SetConditions(CBaseMonster *const this,
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// int iConditions); // 969
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// SetConditions(CBaseMonster *const this,
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// int iConditions); // 912
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// operator*(const Vector *const this,
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// float fl); // 954
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// operator+(const Vector *const this,
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// const Vector &v); // 954
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// HasConditions(CBaseMonster *const this,
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// int iConditions); // 947
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// }
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}
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/* <60b32> ../cstrike/dlls/combat.cpp:981 */
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NOBODY int CBaseMonster::DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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// {
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// class Vector vecDir; // 983
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// FNullEnt(entvars_t *pev); // 987
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// {
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// class CBaseEntity *pInflictor; // 989
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// Instance(entvars_t *pev); // 989
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// operator-(const Vector *const this,
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// const Vector &v); // 992
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// operator-(const Vector *const this,
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// const Vector &v); // 992
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// Normalize(const Vector *const this); // 992
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// Normalize(const Vector *const this); // 993
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// }
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// }
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}
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/* <61120> ../cstrike/dlls/combat.cpp:1027 */
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NOBODY float CBaseMonster::DamageForce(float damage)
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{
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// {
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// float force; // 1029
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// }
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}
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/* <61174> ../cstrike/dlls/combat.cpp:1044 */
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NOBODY void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
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{
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// {
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// class CBaseEntity *pEntity; // 1046
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// TraceResult tr; // 1047
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// float flAdjustedDamage; // 1048
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// float falloff; // 1048
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// class Vector vecSpot; // 1049
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// float flRadius; // 1050
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// int bInWater; // 1058
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// edict(CBaseEntity *const this); // 1085
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// {
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// TraceResult tr2; // 1088
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// class Vector vecLOS; // 1110
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// float flDot; // 1111
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// float fadeTime; // 1120
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// float fadeHold; // 1120
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// int alpha; // 1121
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// class CBasePlayer *pPlayer; // 1137
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// float currentHoldTime; // 1140
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// operator-(const Vector *const this,
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// const Vector &v); // 1102
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// Length(const Vector *const this); // 1102
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// operator+(const Vector *const this,
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// const Vector &v); // 1115
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// operator-(const Vector *const this,
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// const Vector &v); // 1115
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// DotProduct(const Vector &a,
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// const Vector &b); // 1117
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 1157
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// {
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// int i; // 1160
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// {
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// class CBasePlayer *pObserver;// 1162
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 1166
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// }
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// }
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// }
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// }
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}
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/* <5f042> ../cstrike/dlls/combat.cpp:1185 */
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NOBODY void GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity)
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{
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// {
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// float retval; // 1187
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// TraceResult tr; // 1189
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// floatconst topOfHead; // 1204
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// class Vector spot; // 1216
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// class Vector2D dir; // 1232
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// floatconst standFeet; // 1205
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// floatconst crouchFeet; // 1206
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// class Vector2D perp; // 1234
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// floatconst edgeOffset; // 1235
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// Vector(Vector *const this,
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// float X,
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// float Y,
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// float Z); // 1216
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// NormalizeInPlace(Vector2D *const this); // 1233
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// }
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}
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/* <5dc27> ../cstrike/dlls/combat.cpp:1262 */
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NOBODY void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
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{
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// {
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// class CBaseEntity *pEntity; // 1264
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// TraceResult tr; // 1265
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// float flAdjustedDamage; // 1266
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// float falloff; // 1266
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// class Vector vecSpot; // 1267
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// int bInWater; // 1275
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// {
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// bool useLOS; // 1300
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// float damageRatio; // 1305
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// float length; // 1308
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// }
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// }
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}
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/* <5dcf9> ../cstrike/dlls/combat.cpp:1349 */
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NOBODY void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
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{
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// {
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// class CBaseEntity *pEntity; // 1351
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// TraceResult tr; // 1352
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// float flAdjustedDamage; // 1353
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// float falloff; // 1353
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// class Vector vecSpot; // 1354
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// int bInWater; // 1362
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// }
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}
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/* <5e0d2> ../cstrike/dlls/combat.cpp:1442 */
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NOBODY void CBaseMonster::RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
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{
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if (flDamage > 80)
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::RadiusDamage(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType);
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else
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RadiusDamage2(pev->origin, pevInflictor, pevAttacker, flDamage, iClassIgnore, bitsDamageType);
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}
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/* <5e0d2> ../cstrike/dlls/combat.cpp:1448 */
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NOXREF void CBaseMonster::RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
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{
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if (flDamage > 80)
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::RadiusDamage(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType);
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else
|
|
RadiusDamage2(vecSrc, pevInflictor, pevAttacker, flDamage, iClassIgnore, bitsDamageType);
|
|
}
|
|
|
|
/* <61949> ../cstrike/dlls/combat.cpp:1454 */
|
|
NOBODY CBaseEntity *CBaseMonster::CheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
|
|
{
|
|
// {
|
|
// TraceResult tr; // 1456
|
|
// class Vector vecStart; // 1463
|
|
// class Vector vecEnd; // 1465
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1463
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1465
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1465
|
|
// {
|
|
// class CBaseEntity *pEntity; // 1471
|
|
// Instance(edict_t *pent); // 1471
|
|
// }
|
|
// }
|
|
return NULL;
|
|
}
|
|
|
|
/* <61ae6> ../cstrike/dlls/combat.cpp:1490 */
|
|
NOBODY BOOL CBaseMonster::FInViewCone_(CBaseEntity *pEntity)
|
|
{
|
|
// {
|
|
// class Vector2D vec2LOS; // 1492
|
|
// float flDot; // 1493
|
|
// operator-(const Vector *const this,
|
|
// const Vector &v); // 1497
|
|
// Normalize(const class Vector2D *const this); // 1498
|
|
// DotProduct(const class Vector2D &a,
|
|
// const class Vector2D &b); // 1500
|
|
// }
|
|
return FALSE;
|
|
}
|
|
|
|
/* <61be6> ../cstrike/dlls/combat.cpp:1517 */
|
|
NOBODY BOOL CBaseMonster::FInViewCone_(Vector *pOrigin)
|
|
{
|
|
// {
|
|
// class Vector2D vec2LOS; // 1519
|
|
// float flDot; // 1520
|
|
// operator-(const Vector *const this,
|
|
// const Vector &v); // 1524
|
|
// Normalize(const class Vector2D *const this); // 1525
|
|
// DotProduct(const class Vector2D &a,
|
|
// const class Vector2D &b); // 1527
|
|
// }
|
|
return FALSE;
|
|
}
|
|
|
|
/* <5ecb4> ../cstrike/dlls/combat.cpp:1543 */
|
|
NOBODY BOOL CBaseEntity::FVisible_(CBaseEntity *pEntity)
|
|
{
|
|
// {
|
|
// TraceResult tr; // 1545
|
|
// class Vector vecLookerOrigin; // 1546
|
|
// class Vector vecTargetOrigin; // 1547
|
|
// }
|
|
// FVisible(CBaseEntity *const this,
|
|
// class CBaseEntity *pEntity); // 1543
|
|
return FALSE;
|
|
}
|
|
|
|
/* <5e9bb> ../cstrike/dlls/combat.cpp:1576 */
|
|
NOBODY BOOL CBaseEntity::FVisible_(Vector &vecOrigin)
|
|
{
|
|
// {
|
|
// TraceResult tr; // 1578
|
|
// class Vector vecLookerOrigin; // 1579
|
|
// }
|
|
return FALSE;
|
|
}
|
|
|
|
/* <5e872> ../cstrike/dlls/combat.cpp:1600 */
|
|
NOBODY void CBaseEntity::TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// {
|
|
// class Vector vecOrigin; // 1602
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1602
|
|
// {
|
|
// int blood; // 1608
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1612
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1613
|
|
// }
|
|
// operator-(const Vector *const this,
|
|
// const Vector &v); // 1602
|
|
// }
|
|
}
|
|
|
|
/* <61ce5> ../cstrike/dlls/combat.cpp:1647 */
|
|
NOBODY void CBaseMonster::TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// {
|
|
// class Vector vecOrigin; // 1684
|
|
// int blood; // 1687
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1684
|
|
// operator-(const Vector *const this,
|
|
// const Vector &v); // 1684
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1691
|
|
// }
|
|
}
|
|
|
|
/* <61df9> ../cstrike/dlls/combat.cpp:1704 */
|
|
NOBODY void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker)
|
|
{
|
|
// {
|
|
// int tracerCount; // 1706
|
|
// int tracer; // 1707
|
|
// TraceResult tr; // 1708
|
|
// class Vector vecRight; // 1709
|
|
// class Vector vecUp; // 1710
|
|
// bool m_bCreatedShotgunSpark; // 1711
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1709
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1710
|
|
// {
|
|
// ULONG iShot; // 1722
|
|
// {
|
|
// int spark; // 1724
|
|
// float x; // 1727
|
|
// float y; // 1727
|
|
// float z; // 1727
|
|
// class Vector vecDir; // 1734
|
|
// class Vector vecEnd; // 1737
|
|
// operator*(float fl,
|
|
// const Vector &v); // 1736
|
|
// operator*(float fl,
|
|
// const Vector &v); // 1736
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1736
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1736
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1739
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1739
|
|
// {
|
|
// class Vector vecTracerSrc; // 1745
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1749
|
|
// operator*(const Vector *const this,
|
|
// float fl); // 1749
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1749
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1749
|
|
// operator+(const Vector *const this,
|
|
// const Vector &v); // 1749
|
|
// MESSAGE_BEGIN(int msg_dest,
|
|
// int msg_type,
|
|
// const float *pOrigin,
|
|
// edict_t *ed); // 1765
|
|
// }
|
|
// {
|
|
// class CBaseEntity *pEntity; // 1780
|
|
// Instance(edict_t *pent); // 1780
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1784
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1786
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1786
|
|
// {
|
|
// float flDamage; // 1802
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1793
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1830
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1822
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1824
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1824
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1814
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1816
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1816
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1806
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1810
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1797
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1839
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1840
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1840
|
|
// FNullEnt(const edict_t *pent); // 1842
|
|
// VARS(edict_t *pent); // 1842
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1833
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1833
|
|
// }
|
|
// }
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1851
|
|
// Vector(Vector *const this,
|
|
// const Vector &v); // 1851
|
|
// }
|
|
// }
|
|
// }
|
|
}
|
|
|
|
/* <62693> ../cstrike/dlls/combat.cpp:1856 */
|
|
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 ];
|
|
}
|
|
|
|
Vector (*pFireBullets3)(Vector, Vector, float, float, int, int, int, float, entvars_t *, bool, int);
|
|
|
|
/* <62709> ../cstrike/dlls/combat.cpp:1869 */
|
|
Vector __declspec(naked) 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)
|
|
{
|
|
UNTESTED
|
|
//TODO: crash a test to czero
|
|
|
|
__asm
|
|
{
|
|
jmp pFireBullets3
|
|
}
|
|
/* int iOriginalPenetration = iPenetration;
|
|
int iPenetrationPower;
|
|
|
|
//int iSparksAmount;
|
|
int iCurrentDamage = iDamage;
|
|
|
|
float flPenetrationDistance;
|
|
float flCurrentDistance;
|
|
|
|
TraceResult tr;
|
|
TraceResult tr2;
|
|
|
|
CBaseEntity *pEntity;
|
|
Vector vecDir;
|
|
Vector vecEnd;
|
|
|
|
bool bHitMetal = false;
|
|
|
|
Vector vecRight = gpGlobals->v_right;
|
|
Vector 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 = 5000.0f;
|
|
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)
|
|
pevAttacker = pev; // the default attacker is ourselves
|
|
|
|
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);
|
|
}
|
|
|
|
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 (tr.flFraction != 1)
|
|
TheBots->OnEvent(EVENT_BULLET_IMPACT, this, NULL);
|
|
|
|
switch (UTIL_TextureHit(&tr, vecSrc, vecEnd))
|
|
{
|
|
case CHAR_TEX_METAL:
|
|
{
|
|
bHitMetal = true;
|
|
iPenetrationPower *= 0.15;
|
|
flDamageModifier = 0.2;
|
|
break;
|
|
}
|
|
case CHAR_TEX_CONCRETE:
|
|
{
|
|
iPenetrationPower *= 0.25;
|
|
break;
|
|
}
|
|
case CHAR_TEX_GRATE:
|
|
{
|
|
bHitMetal = true;
|
|
iPenetrationPower *= 0.5;
|
|
flDamageModifier = 0.4;
|
|
break;
|
|
}
|
|
case CHAR_TEX_VENT:
|
|
{
|
|
bHitMetal = 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;
|
|
iPenetrationPower *= 0.4;
|
|
flDamageModifier = 0.45;
|
|
break;
|
|
}
|
|
case CHAR_TEX_WOOD:
|
|
{
|
|
flDamageModifier = 0.6;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
pEntity = CBaseEntity::Instance(tr.pHit);
|
|
iPenetration--;
|
|
|
|
flCurrentDistance = tr.flFraction * flDistance;
|
|
iCurrentDamage *= pow(flRangeModifier, flCurrentDistance / 500);
|
|
|
|
if (flCurrentDistance > flPenetrationDistance)
|
|
iPenetration = 0;
|
|
|
|
if (tr.iHitgroup == HITGROUP_SHIELD)
|
|
{
|
|
if (RANDOM_LONG(0, 1))
|
|
EMIT_SOUND(pEntity->edict(), CHAN_VOICE, "weapons/ric_metal-1.wav", VOL_NORM, ATTN_NORM);
|
|
else
|
|
EMIT_SOUND(pEntity->edict(), CHAN_VOICE, "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;//TODO:?? 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)
|
|
if (pEntity->pev->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);*/
|
|
}
|
|
|
|
/* <5eb17> ../cstrike/dlls/combat.cpp:2075 */
|
|
void CBaseEntity::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());
|
|
}
|
|
}
|
|
}
|
|
|
|
/* <62e0e> ../cstrike/dlls/combat.cpp:2145 */
|
|
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 != 1.0)
|
|
{
|
|
UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
|
|
}
|
|
}
|
|
}
|
|
|
|
/* <62f3e> ../cstrike/dlls/combat.cpp:2197 */
|
|
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();
|
|
}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void CBaseMonster::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
KeyValue_(pkvd);
|
|
}
|
|
|
|
void CBaseMonster::TraceAttack(entvars_t *pevAttacker,float flDamage,Vector vecDir,TraceResult *ptr,int bitsDamageType)
|
|
{
|
|
TraceAttack_(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
|
|
}
|
|
|
|
int CBaseMonster::TakeDamage(entvars_t *pevInflictor,entvars_t *pevAttacker,float flDamage,int bitsDamageType)
|
|
{
|
|
return TakeDamage_(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
int CBaseMonster::TakeHealth(float flHealth,int bitsDamageType)
|
|
{
|
|
return TakeHealth_(flHealth, bitsDamageType);
|
|
}
|
|
|
|
void CBaseMonster::Killed(entvars_t *pevAttacker,int iGib)
|
|
{
|
|
Killed_(pevAttacker, iGib);
|
|
}
|
|
|
|
float CBaseMonster::ChangeYaw(int speed)
|
|
{
|
|
return ChangeYaw_(speed);
|
|
}
|
|
|
|
BOOL CBaseMonster::HasHumanGibs(void)
|
|
{
|
|
return HasHumanGibs_();
|
|
}
|
|
|
|
BOOL CBaseMonster::HasAlienGibs(void)
|
|
{
|
|
return HasHumanGibs_();
|
|
}
|
|
|
|
void CBaseMonster::FadeMonster(void)
|
|
{
|
|
FadeMonster_();
|
|
}
|
|
|
|
void CBaseMonster::GibMonster(void)
|
|
{
|
|
GibMonster_();
|
|
}
|
|
|
|
Activity CBaseMonster::GetDeathActivity(void)
|
|
{
|
|
return GetDeathActivity_();
|
|
}
|
|
|
|
void CBaseMonster::BecomeDead(void)
|
|
{
|
|
BecomeDead_();
|
|
}
|
|
|
|
BOOL CBaseMonster::ShouldFadeOnDeath(void)
|
|
{
|
|
return ShouldFadeOnDeath_();
|
|
}
|
|
|
|
int CBaseMonster::IRelationship(CBaseEntity *pTarget)
|
|
{
|
|
return IRelationship_(pTarget);
|
|
}
|
|
|
|
void CBaseMonster::MonsterInitDead(void)
|
|
{
|
|
MonsterInitDead_();
|
|
}
|
|
|
|
void CBaseMonster::Look(int iDistance)
|
|
{
|
|
Look_(iDistance);
|
|
}
|
|
|
|
CBaseEntity *CBaseMonster::BestVisibleEnemy(void)
|
|
{
|
|
return BestVisibleEnemy_();
|
|
}
|
|
|
|
BOOL CBaseMonster::FInViewCone(CBaseEntity *pEntity)
|
|
{
|
|
return FInViewCone_(pEntity);
|
|
}
|
|
|
|
BOOL CBaseMonster::FInViewCone(Vector *pOrigin)
|
|
{
|
|
return FInViewCone_(pOrigin);
|
|
}
|
|
|
|
#endif // HOOK_GAMEDLL
|