mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 15:15:39 +03:00
1633 lines
38 KiB
C++
1633 lines
38 KiB
C++
#include "precompiled.h"
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DLL_FUNCTIONS gFunctionTable =
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{
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&GameDLLInit,
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&DispatchSpawn,
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&DispatchThink,
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&DispatchUse,
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&DispatchTouch,
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&DispatchBlocked,
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&DispatchKeyValue,
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&DispatchSave,
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&DispatchRestore,
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&DispatchObjectCollsionBox,
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&SaveWriteFields,
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&SaveReadFields,
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&SaveGlobalState,
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&RestoreGlobalState,
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&ResetGlobalState,
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&ClientConnect,
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&ClientDisconnect,
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&ClientKill,
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&ClientPutInServer,
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&ClientCommand_,
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&ClientUserInfoChanged,
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&ServerActivate,
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&ServerDeactivate,
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&PlayerPreThink,
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&PlayerPostThink,
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&StartFrame,
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&ParmsNewLevel,
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&ParmsChangeLevel,
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&GetGameDescription,
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&PlayerCustomization,
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&SpectatorConnect,
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&SpectatorDisconnect,
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&SpectatorThink,
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&SysEngine_Error,
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&PM_Move,
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&PM_Init,
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&PM_FindTextureType,
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&SetupVisibility,
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&UpdateClientData,
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&AddToFullPack,
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&CreateBaseline,
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&RegisterEncoders,
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&GetWeaponData,
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&CmdStart,
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&CmdEnd,
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&ConnectionlessPacket,
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&GetHullBounds,
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&CreateInstancedBaselines,
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&InconsistentFile,
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&AllowLagCompensation
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};
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NEW_DLL_FUNCTIONS gNewDLLFunctions =
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{
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&OnFreeEntPrivateData,
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&OnGameShutdown,
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nullptr,
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nullptr,
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nullptr
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};
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#ifndef REGAMEDLL_API
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entvars_t *g_pevLastInflictor = nullptr;
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#endif
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CMemoryPool hashItemMemPool(sizeof(hash_item_t), 64);
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int CaseInsensitiveHash(const char *string, int iBounds)
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{
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unsigned int hash = 0;
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if (!*string)
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return 0;
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while (*string)
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{
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if (*string < 'A' || *string > 'Z')
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hash = *string + 2 * hash;
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else
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hash = *string + 2 * hash + ' ';
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string++;
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}
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return (hash % iBounds);
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}
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void EmptyEntityHashTable()
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{
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int i;
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hash_item_t *item, *temp, *free;
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for (i = 0; i < stringsHashTable.Count(); i++)
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{
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item = &stringsHashTable[i];
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temp = item->next;
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item->pev = nullptr;
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item->pevIndex = 0;
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item->lastHash = 0;
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item->next = nullptr;
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while (temp)
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{
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free = temp;
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temp = temp->next;
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hashItemMemPool.Free(free);
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}
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}
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}
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void AddEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType)
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{
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int count;
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hash_item_t *item, *next, *temp, *newp;
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int hash, pevIndex;
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entvars_t *pevtemp;
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if (fieldType != CLASSNAME)
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return;
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if (FStringNull(pev->classname))
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return;
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count = stringsHashTable.Count();
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hash = CaseInsensitiveHash(value, count);
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pevIndex = ENTINDEX(ENT(pev));
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item = &stringsHashTable[hash];
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while (item->pev)
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{
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if (!Q_strcmp(STRING(item->pev->classname), STRING(pev->classname)))
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break;
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hash = (hash + 1) % count;
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item = &stringsHashTable[hash];
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}
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if (item->pev)
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{
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next = item->next;
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while (next)
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{
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if (item->pev == pev || item->pevIndex >= pevIndex)
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break;
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item = next;
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next = next->next;
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}
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if (pevIndex < item->pevIndex)
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{
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pevtemp = item->pev;
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item->pev = pev;
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item->lastHash = nullptr;
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item->pevIndex = pevIndex;
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pevIndex = ENTINDEX(ENT(pevtemp));
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}
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else
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pevtemp = pev;
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if (item->pev != pevtemp)
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{
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temp = item->next;
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newp = (hash_item_t *)hashItemMemPool.Alloc(sizeof(hash_item_t));
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item->next = newp;
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newp->pev = pevtemp;
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newp->lastHash = nullptr;
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newp->pevIndex = pevIndex;
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if (next)
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newp->next = temp;
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else
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newp->next = nullptr;
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}
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}
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else
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{
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item->pev = pev;
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item->lastHash = nullptr;
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item->pevIndex = ENTINDEX(ENT(pev));
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}
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}
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void RemoveEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType)
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{
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int hash;
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hash_item_t *item;
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hash_item_t *last;
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int pevIndex;
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int count;
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count = stringsHashTable.Count();
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hash = CaseInsensitiveHash(value, count);
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pevIndex = ENTINDEX(ENT(pev));
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if (fieldType != CLASSNAME)
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return;
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hash = hash % count;
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item = &stringsHashTable[hash];
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while (item->pev)
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{
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if (!Q_strcmp(STRING(item->pev->classname), STRING(pev->classname)))
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break;
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hash = (hash + 1) % count;
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item = &stringsHashTable[hash];
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}
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if (item->pev)
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{
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last = item;
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while (item->next)
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{
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if (item->pev == pev)
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break;
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last = item;
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item = item->next;
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}
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if (item->pev == pev)
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{
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if (last == item)
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{
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if (item->next)
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{
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item->pev = item->next->pev;
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item->pevIndex = item->next->pevIndex;
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item->lastHash = nullptr;
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item->next = item->next->next;
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}
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else
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{
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item->pev = nullptr;
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item->lastHash = nullptr;
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item->pevIndex = 0;
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}
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}
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else
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{
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if (stringsHashTable[hash].lastHash == item)
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stringsHashTable[hash].lastHash = nullptr;
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last->next = item->next;
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hashItemMemPool.Free(item);
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}
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}
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}
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}
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NOINLINE edict_t *CREATE_NAMED_ENTITY(string_t iClass)
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{
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edict_t *named = g_engfuncs.pfnCreateNamedEntity(iClass);
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if (named)
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{
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AddEntityHashValue(&named->v, STRING(iClass), CLASSNAME);
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}
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return named;
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}
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void REMOVE_ENTITY(edict_t *pEntity)
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{
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if (pEntity)
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{
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g_engfuncs.pfnRemoveEntity(pEntity);
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}
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}
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C_DLLEXPORT int GetEntityAPI(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion)
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{
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if (!pFunctionTable || interfaceVersion != INTERFACE_VERSION)
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return 0;
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Q_memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
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stringsHashTable.AddMultipleToTail(2048);
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for (int i = 0; i < stringsHashTable.Count(); i++)
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{
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stringsHashTable[i].next = nullptr;
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}
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EmptyEntityHashTable();
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return 1;
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}
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NOXREF int GetEntityAPI2(DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion)
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{
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if (!pFunctionTable || *interfaceVersion != INTERFACE_VERSION)
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{
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*interfaceVersion = INTERFACE_VERSION;
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return 0;
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}
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Q_memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
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return 1;
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}
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C_DLLEXPORT int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion)
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{
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if (!pFunctionTable || *interfaceVersion != NEW_DLL_FUNCTIONS_VERSION)
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{
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*interfaceVersion = NEW_DLL_FUNCTIONS_VERSION;
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return 0;
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}
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Q_memcpy(pFunctionTable, &gNewDLLFunctions, sizeof(NEW_DLL_FUNCTIONS));
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return 1;
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}
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int DispatchSpawn(edict_t *pent)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
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if (pEntity)
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{
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// Initialize these or entities who don't link to the world won't have anything in here
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pEntity->pev->absmin = pEntity->pev->origin - Vector(1, 1, 1);
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pEntity->pev->absmax = pEntity->pev->origin + Vector(1, 1, 1);
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pEntity->Spawn();
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// Try to get the pointer again, in case the spawn function deleted the entity.
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// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
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// that would touch too much code for me to do that right now.
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pEntity = GET_PRIVATE<CBaseEntity>(pent);
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if (pEntity)
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{
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if (g_pGameRules && !g_pGameRules->IsAllowedToSpawn(pEntity))
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{
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// return that this entity should be deleted
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return -1;
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}
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if (pEntity->pev->flags & FL_KILLME)
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{
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return -1;
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}
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}
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// Handle global stuff here
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if (pEntity && pEntity->pev->globalname)
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{
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const globalentity_t *pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
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if (pGlobal)
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{
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// Already dead? delete
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if (pGlobal->state == GLOBAL_DEAD)
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return -1;
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else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
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{
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// Hasn't been moved to this level yet, wait but stay alive
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// In this level & not dead, continue on as normal
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pEntity->MakeDormant();
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}
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}
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else
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{
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// Spawned entities default to 'On'
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gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
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}
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}
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}
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return 0;
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}
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void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd)
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{
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if (!pkvd || !pentKeyvalue)
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return;
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EntvarsKeyvalue(VARS(pentKeyvalue), pkvd);
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// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
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// not exist yet.
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if (pkvd->fHandled || !pkvd->szClassName)
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return;
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// Get the actualy entity object
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentKeyvalue);
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if (!pEntity)
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return;
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pEntity->KeyValue(pkvd);
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}
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// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
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// while it builds the graph
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void DispatchTouch(edict_t *pentTouched, edict_t *pentOther)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentTouched);
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CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
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if (pEntity && pOther && !((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME))
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pEntity->Touch(pOther);
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}
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void DispatchUse(edict_t *pentUsed, edict_t *pentOther)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentUsed);
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CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
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if (pEntity && !(pEntity->pev->flags & FL_KILLME))
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pEntity->Use(pOther, pOther, USE_TOGGLE, 0);
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}
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void DispatchThink(edict_t *pent)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
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if (pEntity)
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{
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if (pEntity->IsDormant())
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{
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ALERT(at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname));
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}
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pEntity->Think();
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}
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}
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void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentBlocked);
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CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
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if (pEntity)
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{
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pEntity->Blocked(pOther);
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}
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}
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void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
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if (pEntity && pSaveData)
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{
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ENTITYTABLE *pTable = &pSaveData->pTable[pSaveData->currentIndex];
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if (pTable->pent != pent)
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{
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ALERT(at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n");
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}
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if (pEntity->ObjectCaps() & FCAP_DONT_SAVE)
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return;
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// These don't use ltime & nextthink as times really, but we'll fudge around it.
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if (pEntity->pev->movetype == MOVETYPE_PUSH)
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{
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real_t delta = pEntity->pev->nextthink - pEntity->pev->ltime;
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pEntity->pev->ltime = gpGlobals->time;
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pEntity->pev->nextthink = pEntity->pev->ltime + delta;
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}
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// Remember entity position for file I/O
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pTable->location = pSaveData->size;
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// Remember entity class for respawn
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pTable->classname = pEntity->pev->classname;
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CSave saveHelper(pSaveData);
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pEntity->Save(saveHelper);
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// Size of entity block is data size written to block
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pTable->size = pSaveData->size - pTable->location;
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}
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}
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// Find the matching global entity. Spit out an error if the designer made entities of
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// different classes with the same global name
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CBaseEntity *FindGlobalEntity(string_t classname, string_t globalname)
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{
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edict_t *pent = FIND_ENTITY_BY_STRING(nullptr, "globalname", STRING(globalname));
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CBaseEntity *pReturn = CBaseEntity::Instance(pent);
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if (pReturn)
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{
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if (!FClassnameIs(pReturn->pev, classname))
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{
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ALERT(at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname));
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pReturn = nullptr;
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}
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}
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return pReturn;
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}
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int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity)
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{
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CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
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if (pEntity && pSaveData)
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{
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entvars_t tmpVars;
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Vector oldOffset;
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CRestore restoreHelper(pSaveData);
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if (globalEntity)
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{
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CRestore tmpRestore(pSaveData);
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tmpRestore.PrecacheMode(0);
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tmpRestore.ReadEntVars("ENTVARS", &tmpVars);
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// HACKHACK - reset the save pointers, we're going to restore for real this time
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pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
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pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
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const globalentity_t *pGlobal = gGlobalState.EntityFromTable(tmpVars.globalname);
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// Don't overlay any instance of the global that isn't the latest
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// pSaveData->szCurrentMapName is the level this entity is coming from
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// pGlobla->levelName is the last level the global entity was active in.
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// If they aren't the same, then this global update is out of date.
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if (!FStrEq(pSaveData->szCurrentMapName, pGlobal->levelName))
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{
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return 0;
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}
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// Compute the new global offset
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oldOffset = pSaveData->vecLandmarkOffset;
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CBaseEntity *pNewEntity = FindGlobalEntity(tmpVars.classname, tmpVars.globalname);
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if (pNewEntity)
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{
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// Tell the restore code we're overlaying a global entity from another level
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// Don't overwrite global fields
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restoreHelper.SetGlobalMode(1);
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pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
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// we're going to restore this data OVER the old entity
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pEntity = pNewEntity;
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pent = ENT(pEntity->pev);
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// Update the global table to say that the global definition of this entity should come from this level
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gGlobalState.EntityUpdate(pEntity->pev->globalname, gpGlobals->mapname);
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}
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else
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{
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// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
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|
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
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return 0;
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}
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}
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|
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if (pEntity->ObjectCaps() & FCAP_MUST_SPAWN)
|
|
{
|
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pEntity->Restore(restoreHelper);
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pEntity->Spawn();
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|
}
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else
|
|
{
|
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pEntity->Restore(restoreHelper);
|
|
pEntity->Precache();
|
|
}
|
|
|
|
// Again, could be deleted, get the pointer again.
|
|
pEntity = GET_PRIVATE<CBaseEntity>(pent);
|
|
|
|
// Is this an overriding global entity (coming over the transition), or one restoring in a level
|
|
if (globalEntity)
|
|
{
|
|
pSaveData->vecLandmarkOffset = oldOffset;
|
|
|
|
if (pEntity)
|
|
{
|
|
UTIL_SetOrigin(pEntity->pev, pEntity->pev->origin);
|
|
pEntity->OverrideReset();
|
|
}
|
|
}
|
|
else if (pEntity && pEntity->pev->globalname)
|
|
{
|
|
const globalentity_t *pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
|
|
|
|
if (pGlobal)
|
|
{
|
|
// Already dead? delete
|
|
if (pGlobal->state == GLOBAL_DEAD)
|
|
return -1;
|
|
|
|
else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
|
|
{
|
|
// Hasn't been moved to this level yet, wait but stay alive
|
|
pEntity->MakeDormant();
|
|
}
|
|
// In this level & not dead, continue on as normal
|
|
}
|
|
else
|
|
{
|
|
ALERT(at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname));
|
|
|
|
// Spawned entities default to 'On'
|
|
gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void DispatchObjectCollsionBox(edict_t *pent)
|
|
{
|
|
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
|
|
if (pEntity)
|
|
{
|
|
pEntity->SetObjectCollisionBox();
|
|
return;
|
|
}
|
|
|
|
SetObjectCollisionBox(&pent->v);
|
|
}
|
|
|
|
void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount)
|
|
{
|
|
CSave saveHelper(pSaveData);
|
|
saveHelper.WriteFields(pname, pBaseData, pFields, fieldCount);
|
|
}
|
|
|
|
void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount)
|
|
{
|
|
CRestore restoreHelper(pSaveData);
|
|
restoreHelper.ReadFields(pname, pBaseData, pFields, fieldCount);
|
|
}
|
|
|
|
BOOL CBaseEntity::TakeHealth(float flHealth, int bitsDamageType)
|
|
{
|
|
if (pev->takedamage == DAMAGE_NO)
|
|
return FALSE;
|
|
|
|
if (pev->health >= pev->max_health)
|
|
return FALSE;
|
|
|
|
pev->health += flHealth;
|
|
|
|
if (pev->health > pev->max_health)
|
|
{
|
|
pev->health = pev->max_health;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
bool CBaseEntity::CanTakeHealth(float flHealth) const
|
|
{
|
|
if ((pev->health + flHealth) > pev->max_health)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
BOOL CBaseEntity::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
Vector vecTemp;
|
|
|
|
if (pev->takedamage == DAMAGE_NO)
|
|
return FALSE;
|
|
|
|
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
|
|
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
|
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (pevAttacker == pevInflictor)
|
|
{
|
|
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// an actual missile was involved.
|
|
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
|
|
}
|
|
|
|
// this global is still used for glass and other non-monster killables, along with decals.
|
|
g_vecAttackDir = vecTemp.Normalize();
|
|
|
|
// save damage based on the target's armor level
|
|
// figure momentum add (don't let hurt brushes or other triggers move player)
|
|
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER))
|
|
{
|
|
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
|
vecDir = vecDir.Normalize();
|
|
|
|
real_t flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
|
|
|
|
if (flForce > 1000.0)
|
|
flForce = 1000.0;
|
|
|
|
pev->velocity = pev->velocity + vecDir * flForce;
|
|
}
|
|
|
|
// do the damage
|
|
pev->health -= flDamage;
|
|
if (pev->health <= 0)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
KilledInflicted(pevInflictor, pevAttacker, GIB_NORMAL);
|
|
#else
|
|
Killed(pevAttacker, GIB_NORMAL);
|
|
#endif
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CBaseEntity::Killed(entvars_t *pevAttacker, int iGib)
|
|
{
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
CBaseEntity *CBaseEntity::GetNextTarget()
|
|
{
|
|
if (FStringNull(pev->target))
|
|
return nullptr;
|
|
|
|
edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME(nullptr, STRING(pev->target));
|
|
if (FNullEnt(pTarget))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return Instance(pTarget);
|
|
}
|
|
|
|
// Global Savedata for Delay
|
|
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD(CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR),
|
|
DEFINE_FIELD(CBaseEntity, m_pfnThink, FIELD_FUNCTION), // UNDONE: Build table of these!
|
|
DEFINE_FIELD(CBaseEntity, m_pfnTouch, FIELD_FUNCTION),
|
|
DEFINE_FIELD(CBaseEntity, m_pfnUse, FIELD_FUNCTION),
|
|
DEFINE_FIELD(CBaseEntity, m_pfnBlocked, FIELD_FUNCTION),
|
|
};
|
|
|
|
int CBaseEntity::Save(CSave &save)
|
|
{
|
|
if (save.WriteEntVars("ENTVARS", pev))
|
|
{
|
|
return save.WriteFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int CBaseEntity::Restore(CRestore &restore)
|
|
{
|
|
int status = restore.ReadEntVars("ENTVARS", pev);
|
|
if (status)
|
|
{
|
|
status = restore.ReadFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
|
|
}
|
|
|
|
if (pev->modelindex != 0 && !FStringNull(pev->model))
|
|
{
|
|
Vector mins, maxs;
|
|
|
|
// Set model is about to destroy these
|
|
mins = pev->mins;
|
|
maxs = pev->maxs;
|
|
|
|
PRECACHE_MODEL((char *)STRING(pev->model));
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
// Reset them
|
|
UTIL_SetSize(pev, mins, maxs);
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
// Initialize absmin & absmax to the appropriate box
|
|
void SetObjectCollisionBox(entvars_t *pev)
|
|
{
|
|
if (pev->solid == SOLID_BSP && (pev->angles.x || pev->angles.y || pev->angles.z))
|
|
{
|
|
// expand for rotation
|
|
real_t max, v;
|
|
int i;
|
|
|
|
max = 0;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
v = Q_fabs(real_t(((float *)pev->mins)[i]));
|
|
if (v > max)
|
|
{
|
|
max = v;
|
|
}
|
|
|
|
v = Q_fabs(real_t(((float *)pev->maxs)[i]));
|
|
if (v > max)
|
|
{
|
|
max = v;
|
|
}
|
|
}
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
((float *)pev->absmin)[i] = ((float *)pev->origin)[i] - max;
|
|
((float *)pev->absmax)[i] = ((float *)pev->origin)[i] + max;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pev->absmin = pev->origin + pev->mins;
|
|
pev->absmax = pev->origin + pev->maxs;
|
|
}
|
|
|
|
pev->absmin.x -= 1;
|
|
pev->absmin.y -= 1;
|
|
pev->absmin.z -= 1;
|
|
|
|
pev->absmax.x += 1;
|
|
pev->absmax.y += 1;
|
|
pev->absmax.z += 1;
|
|
}
|
|
|
|
void CBaseEntity::SetObjectCollisionBox()
|
|
{
|
|
::SetObjectCollisionBox(pev);
|
|
}
|
|
|
|
bool CBaseEntity::Intersects(CBaseEntity *pOther)
|
|
{
|
|
return Intersects(pOther->pev->absmin, pOther->pev->absmax);
|
|
}
|
|
|
|
bool CBaseEntity::Intersects(const Vector &mins, const Vector &maxs)
|
|
{
|
|
if (mins.x > pev->absmax.x
|
|
|| mins.y > pev->absmax.y
|
|
|| mins.z > pev->absmax.z
|
|
|| maxs.x < pev->absmin.x
|
|
|| maxs.y < pev->absmin.y
|
|
|| maxs.z < pev->absmin.z)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CBaseEntity::MakeDormant()
|
|
{
|
|
pev->flags |= FL_DORMANT;
|
|
pev->solid = SOLID_NOT; // Don't touch
|
|
pev->movetype = MOVETYPE_NONE; // Don't move
|
|
pev->effects |= EF_NODRAW; // Don't draw
|
|
pev->nextthink = 0; // Don't think
|
|
|
|
// Relink
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
}
|
|
|
|
BOOL CBaseEntity::IsInWorld()
|
|
{
|
|
// position
|
|
if (pev->origin.x >= 4096.0 || pev->origin.y >= 4096.0 || pev->origin.z >= 4096.0)
|
|
{
|
|
return FALSE;
|
|
}
|
|
if (pev->origin.x <= -4096.0 || pev->origin.y <= -4096.0 || pev->origin.z <= -4096.0)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// speed
|
|
#ifdef REGAMEDLL_FIXES
|
|
float maxvel = g_psv_maxvelocity->value;
|
|
if (pev->velocity.x > maxvel || pev->velocity.y > maxvel || pev->velocity.z > maxvel)
|
|
{
|
|
return FALSE;
|
|
}
|
|
if (pev->velocity.x < -maxvel || pev->velocity.y < -maxvel || pev->velocity.z < -maxvel)
|
|
{
|
|
return FALSE;
|
|
}
|
|
#else
|
|
if (pev->velocity.x >= 2000.0 || pev->velocity.y >= 2000.0 || pev->velocity.z >= 2000.0)
|
|
{
|
|
return FALSE;
|
|
}
|
|
if (pev->velocity.x <= -2000.0 || pev->velocity.y <= -2000.0 || pev->velocity.z <= -2000.0)
|
|
{
|
|
return FALSE;
|
|
}
|
|
#endif
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
int CBaseEntity::ShouldToggle(USE_TYPE useType, BOOL currentState)
|
|
{
|
|
if (useType != USE_TOGGLE && useType != USE_SET)
|
|
{
|
|
if ((currentState && useType == USE_ON) || (!currentState && useType == USE_OFF))
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CBaseEntity::DamageDecal(int bitsDamageType)
|
|
{
|
|
if (pev->rendermode == kRenderTransAlpha)
|
|
return -1;
|
|
|
|
if (pev->rendermode != kRenderNormal)
|
|
return DECAL_BPROOF1;
|
|
|
|
return DECAL_GUNSHOT1 + RANDOM_LONG(0, 4);
|
|
}
|
|
|
|
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
|
|
// will keep a pointer to it after this call.
|
|
CBaseEntity *CBaseEntity::Create(const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner)
|
|
{
|
|
edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szName));
|
|
if (FNullEnt(pent))
|
|
{
|
|
ALERT(at_console, "NULL Ent in Create!\n");
|
|
return nullptr;
|
|
}
|
|
|
|
CBaseEntity *pEntity = Instance(pent);
|
|
|
|
pEntity->pev->owner = pentOwner;
|
|
pEntity->pev->origin = vecOrigin;
|
|
pEntity->pev->angles = vecAngles;
|
|
|
|
DispatchSpawn(pEntity->edict());
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
// Returns true if a line can be traced from the caller's eyes to the target
|
|
BOOL CBaseEntity::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;
|
|
}
|
|
}
|
|
|
|
// Returns true if a line can be traced from the caller's eyes to the target vector
|
|
BOOL CBaseEntity::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::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
Vector vecOrigin = ptr->vecEndPos - vecDir * 4;
|
|
|
|
if (pev->takedamage != DAMAGE_NO)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
LINK_HOOK_CLASS_VOID_CHAIN(CBaseEntity, FireBullets, (ULONG cShots, VectorRef vecSrc, VectorRef vecDirShooting, VectorRef vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker), cShots, vecSrc, vecDirShooting, vecSpread, flDistance, iBulletType, iTracerFreq, iDamage, pevAttacker)
|
|
|
|
void CBaseEntity::__API_HOOK(FireBullets)(ULONG cShots, VectorRef vecSrc, VectorRef vecDirShooting, VectorRef 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;
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
gpGlobals->trace_flags = FTRACE_BULLET;
|
|
#endif
|
|
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);
|
|
}
|
|
|
|
LINK_HOOK_CLASS_VOID_CHAIN(CBaseEntity, FireBuckshots, (ULONG cShots, VectorRef vecSrc, VectorRef vecDirShooting, VectorRef vecSpread, float flDistance, int iTracerFreq, int iDamage, entvars_t *pevAttacker), cShots, vecSrc, vecDirShooting, vecSpread, flDistance, iTracerFreq, iDamage, pevAttacker)
|
|
|
|
void CBaseEntity::__API_HOOK(FireBuckshots)(ULONG cShots, VectorRef vecSrc, VectorRef vecDirShooting, VectorRef vecSpread, float flDistance, int iTracerFreq, int iDamage, entvars_t *pevAttacker)
|
|
{
|
|
static int tracerCount;
|
|
int tracer;
|
|
|
|
TraceResult tr;
|
|
Vector vecRight, vecUp;
|
|
|
|
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++)
|
|
{
|
|
// 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;
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
gpGlobals->trace_flags = FTRACE_BULLET;
|
|
#endif
|
|
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);
|
|
float flDamage = ((1 - tr.flFraction) * iDamage);
|
|
pEntity->TraceAttack(pevAttacker, int(flDamage), vecDir, &tr, DMG_BULLET);
|
|
}
|
|
|
|
// make bullet trails
|
|
UTIL_BubbleTrail(vecSrc, tr.vecEndPos, int((flDistance * tr.flFraction) / 64));
|
|
}
|
|
|
|
ApplyMultiDamage(pev, pevAttacker);
|
|
}
|
|
|
|
bool EXT_FUNC IsPenetrableEntity_default(Vector &vecSrc, Vector &vecEnd, entvars_t *pevAttacker, edict_t *pHit)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
LINK_HOOK_CLASS_CHAIN(VectorRef, CBaseEntity, FireBullets3, (VectorRef vecSrc, VectorRef vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand), vecSrc, vecDirShooting, vecSpread, flDistance, iPenetration, iBulletType, iDamage, flRangeModifier, pevAttacker, bPistol, shared_rand)
|
|
|
|
// 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.
|
|
VectorRef CBaseEntity::__API_HOOK(FireBullets3)(VectorRef vecSrc, VectorRef vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand)
|
|
{
|
|
static Vector vecRet;
|
|
|
|
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;
|
|
|
|
int iStartPenetration = iPenetration;
|
|
while (iPenetration != 0)
|
|
{
|
|
ClearMultiDamage();
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
gpGlobals->trace_flags = FTRACE_BULLET;
|
|
#endif
|
|
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
if (TheBots && 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);
|
|
int iPenetrationCur = iPenetration;
|
|
iPenetration--;
|
|
|
|
flCurrentDistance = tr.flFraction * flDistance;
|
|
iCurrentDamage *= Q_pow(flRangeModifier, flCurrentDistance / 500);
|
|
|
|
if (flCurrentDistance > flPenetrationDistance)
|
|
{
|
|
iPenetration = 0;
|
|
}
|
|
|
|
bool bIsPenatrable = g_ReGameHookchains.m_IsPenetrableEntity.callChain(IsPenetrableEntity_default, vecSrc, tr.vecEndPos, pevAttacker, tr.pHit);
|
|
|
|
if (!bIsPenatrable)
|
|
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);
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (pEntity->pev->punchangle.x < 4)
|
|
#else
|
|
if (pEntity->pev->punchangle.x < -4)
|
|
#endif
|
|
{
|
|
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->SetDmgPenetrationLevel(iStartPenetration - iPenetrationCur);
|
|
pEntity->TraceAttack(pevAttacker, iCurrentDamage, vecDir, &tr, (DMG_BULLET | DMG_NEVERGIB));
|
|
iCurrentDamage *= flDamageModifier;
|
|
}
|
|
else
|
|
iPenetration = 0;
|
|
|
|
ApplyMultiDamage(pev, pevAttacker);
|
|
}
|
|
|
|
vecRet.x = x * vecSpread;
|
|
vecRet.y = y * vecSpread;
|
|
vecRet.z = 0;
|
|
|
|
return vecRet;
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 OnGameShutdown()
|
|
{
|
|
FileSystem_Shutdown();
|
|
}
|
|
|
|
void OnFreeEntPrivateData(edict_t *pEnt)
|
|
{
|
|
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pEnt);
|
|
if (!pEntity)
|
|
return;
|
|
|
|
#ifdef REGAMEDLL_API
|
|
pEntity->OnDestroy();
|
|
#endif
|
|
|
|
pEntity->UpdateOnRemove();
|
|
RemoveEntityHashValue(pEntity->pev, STRING(pEntity->pev->classname), CLASSNAME);
|
|
|
|
#ifdef REGAMEDLL_API
|
|
if (pEntity->m_pEntity) {
|
|
delete pEntity->m_pEntity;
|
|
pEntity->m_pEntity = nullptr;
|
|
}
|
|
#endif
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (TheCSBots()) {
|
|
TheCSBots()->OnFreeEntPrivateData(pEntity);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef REGAMEDLL_API
|
|
void CBaseEntity::OnCreate()
|
|
{
|
|
;
|
|
}
|
|
|
|
void CBaseEntity::OnDestroy()
|
|
{
|
|
;
|
|
}
|
|
#endif
|