mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
1962 lines
49 KiB
C++
1962 lines
49 KiB
C++
#include "precompiled.h"
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void CGib::LimitVelocity()
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{
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float length = pev->velocity.Length();
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// ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it
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// in 3 separate places again, I'll just limit it here.
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if (length > 1500.0)
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{
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// This should really be sv_maxvelocity * 0.75 or something
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pev->velocity = pev->velocity.Normalize() * 1500;
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}
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}
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NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs)
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{
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if (g_Language == LANGUAGE_GERMAN)
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{
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// no sticky gibs in germany right now!
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return;
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}
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for (int i = 0; i < cGibs; ++i)
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{
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CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);
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pGib->Spawn("models/stickygib.mdl");
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pGib->pev->body = RANDOM_LONG(0, 2);
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if (pevVictim)
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{
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pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3);
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pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3);
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pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3);
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// make the gib fly away from the attack vector
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pGib->pev->velocity = g_vecAttackDir * -1;
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// mix in some noise
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pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15);
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pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15);
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pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15);
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pGib->pev->velocity = pGib->pev->velocity * 900;
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pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400);
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pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400);
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if (pevVictim->health > -50)
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{
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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}
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else if (pevVictim->health > -200)
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{
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pGib->pev->velocity = pGib->pev->velocity * 2;
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}
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else
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{
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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pGib->pev->movetype = MOVETYPE_TOSS;
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pGib->pev->solid = SOLID_BBOX;
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UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0));
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pGib->SetTouch(&CGib::StickyGibTouch);
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pGib->SetThink(NULL);
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}
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pGib->LimitVelocity();
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}
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}
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void CGib::SpawnHeadGib(entvars_t *pevVictim)
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{
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CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);
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if (g_Language == LANGUAGE_GERMAN)
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{
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// throw one head
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pGib->Spawn("models/germangibs.mdl");
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pGib->pev->body = 0;
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}
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else
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{
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// throw one head
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pGib->Spawn("models/hgibs.mdl");
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pGib->pev->body = 0;
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}
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if (pevVictim)
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{
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pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
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edict_t *pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict());
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if (RANDOM_LONG(0, 100) <= 5 && pentPlayer != NULL)
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{
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// 5% chance head will be thrown at player's face.
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entvars_t *pevPlayer = VARS(pentPlayer);
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pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300;
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pGib->pev->velocity.z += 100;
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}
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else
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{
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// TODO: fix test demo
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pGib->pev->velocity.z = RANDOM_FLOAT(200, 300);
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pGib->pev->velocity.y = RANDOM_FLOAT(-100, 100);
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pGib->pev->velocity.x = RANDOM_FLOAT(-100, 100);
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}
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pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
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pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if (pevVictim->health > -50)
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{
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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}
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else if (pevVictim->health > -200)
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{
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pGib->pev->velocity = pGib->pev->velocity * 2;
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}
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else
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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pGib->LimitVelocity();
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}
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void CGib::SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human)
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{
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int cSplat;
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for (cSplat = 0; cSplat < cGibs; ++cSplat)
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{
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CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);
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if (g_Language == LANGUAGE_GERMAN)
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{
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pGib->Spawn("models/germangibs.mdl");
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pGib->pev->body = RANDOM_LONG(0, GERMAN_GIB_COUNT - 1);
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}
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else
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{
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if (human)
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{
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// human pieces
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pGib->Spawn("models/hgibs.mdl");
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// start at one to avoid throwing random amounts of skulls (0th gib)
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pGib->pev->body = RANDOM_LONG(1, HUMAN_GIB_COUNT - 1);
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}
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else
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{
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// aliens
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pGib->Spawn("models/agibs.mdl");
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pGib->pev->body = RANDOM_LONG(0, ALIEN_GIB_COUNT - 1);
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}
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}
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if (pevVictim)
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{
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// spawn the gib somewhere in the monster's bounding volume
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pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT(0, 1));
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pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT(0, 1));
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// absmin.z is in the floor because the engine subtracts 1 to enlarge the box
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pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT(0, 1)) + 1;
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// make the gib fly away from the attack vector
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pGib->pev->velocity = g_vecAttackDir * -1;
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// mix in some noise
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pGib->pev->velocity.x += RANDOM_FLOAT(-0.25, 0.25);
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pGib->pev->velocity.y += RANDOM_FLOAT(-0.25, 0.25);
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pGib->pev->velocity.z += RANDOM_FLOAT(-0.25, 0.25);
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pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT(300, 400);
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pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
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pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if (pevVictim->health > -50)
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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else if (pevVictim->health > -200)
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pGib->pev->velocity = pGib->pev->velocity * 2;
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else
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pGib->pev->velocity = pGib->pev->velocity * 4;
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pGib->pev->solid = SOLID_BBOX;
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UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0));
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}
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pGib->LimitVelocity();
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}
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}
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BOOL CBaseMonster::__MAKE_VHOOK(HasHumanGibs)()
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{
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int myClass = Classify();
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if (myClass == CLASS_HUMAN_MILITARY
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|| myClass == CLASS_PLAYER_ALLY
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|| myClass == CLASS_HUMAN_PASSIVE
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|| myClass == CLASS_PLAYER)
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return TRUE;
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return FALSE;
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}
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BOOL CBaseMonster::__MAKE_VHOOK(HasAlienGibs)()
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{
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int myClass = Classify();
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if (myClass == CLASS_ALIEN_MILITARY
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|| myClass == CLASS_ALIEN_MONSTER
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|| myClass == CLASS_ALIEN_PASSIVE
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|| myClass == CLASS_INSECT
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|| myClass == CLASS_ALIEN_PREDATOR
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|| myClass == CLASS_ALIEN_PREY)
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return TRUE;
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return FALSE;
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}
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void CBaseMonster::__MAKE_VHOOK(FadeMonster)()
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{
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StopAnimation();
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pev->velocity = g_vecZero;
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pev->movetype = MOVETYPE_NONE;
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pev->avelocity = g_vecZero;
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pev->animtime = gpGlobals->time;
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pev->effects |= EF_NOINTERP;
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SUB_StartFadeOut();
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}
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void CBaseMonster::__MAKE_VHOOK(GibMonster)()
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{
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TraceResult tr;
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bool gibbed = false;
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", VOL_NORM, ATTN_NORM);
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// only humans throw skulls UNDONE - eventually monsters will have their own sets of gibs
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if (HasHumanGibs())
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{
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// Only the player will ever get here
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if (CVAR_GET_FLOAT("violence_hgibs") != 0)
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{
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CGib::SpawnHeadGib(pev);
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// throw some human gibs.
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CGib::SpawnRandomGibs(pev, 4, 1);
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}
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gibbed = true;
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}
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else if (HasAlienGibs())
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{
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// Should never get here, but someone might call it directly
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if (CVAR_GET_FLOAT("violence_agibs") != 0)
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{
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// Throw alien gibs
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CGib::SpawnRandomGibs(pev, 4, 0);
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}
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gibbed = true;
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}
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if (!IsPlayer())
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{
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if (gibbed)
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{
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// don't remove players!
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SetThink(&CBaseMonster::SUB_Remove);
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pev->nextthink = gpGlobals->time;
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}
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else
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FadeMonster();
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}
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}
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// GetDeathActivity - determines the best type of death
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// anim to play.
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Activity CBaseMonster::__MAKE_VHOOK(GetDeathActivity)()
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{
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Activity deathActivity;
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BOOL fTriedDirection;
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float flDot;
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TraceResult tr;
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Vector vecSrc;
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if (pev->deadflag != DEAD_NO)
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{
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// don't run this while dying.
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return m_IdealActivity;
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}
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vecSrc = Center();
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fTriedDirection = FALSE;
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// in case we can't find any special deaths to do.
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deathActivity = ACT_DIESIMPLE;
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UTIL_MakeVectors(pev->angles);
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flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1);
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switch (m_LastHitGroup)
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{
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case HITGROUP_HEAD:
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// try to pick a region-specific death.
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deathActivity = ACT_DIE_HEADSHOT;
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break;
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case HITGROUP_STOMACH:
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deathActivity = ACT_DIE_GUTSHOT;
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break;
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case HITGROUP_GENERIC:
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// try to pick a death based on attack direction
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fTriedDirection = TRUE;
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if (flDot > 0.3)
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if (flDot <= -0.3)
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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break;
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default:
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// try to pick a death based on attack direction
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fTriedDirection = TRUE;
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if (flDot > 0.3)
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if (flDot <= -0.3)
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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break;
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}
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// can we perform the prescribed death?
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if (LookupActivity(deathActivity) == ACT_INVALID)
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{
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// no! did we fail to perform a directional death?
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if (fTriedDirection)
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{
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// if yes, we're out of options. Go simple.
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deathActivity = ACT_DIESIMPLE;
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}
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else
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{
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// cannot perform the ideal region-specific death, so try a direction.
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if (flDot > 0.3)
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if (flDot <= -0.3)
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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}
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}
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if (LookupActivity(deathActivity) == ACT_INVALID)
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{
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// if we're still invalid, simple is our only option.
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deathActivity = ACT_DIESIMPLE;
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}
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if (deathActivity == ACT_DIEFORWARD)
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{
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// make sure there's room to fall forward
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UTIL_TraceHull(vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr);
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if (tr.flFraction != 1.0f)
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{
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deathActivity = ACT_DIESIMPLE;
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}
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}
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if (deathActivity == ACT_DIEBACKWARD)
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{
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// make sure there's room to fall backward
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UTIL_TraceHull(vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr);
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if (tr.flFraction != 1.0f)
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{
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deathActivity = ACT_DIESIMPLE;
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}
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}
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return deathActivity;
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}
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// GetSmallFlinchActivity - determines the best type of flinch
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// anim to play.
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NOXREF Activity CBaseMonster::GetSmallFlinchActivity()
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{
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Activity flinchActivity;
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BOOL fTriedDirection;
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float flDot;
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fTriedDirection = FALSE;
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UTIL_MakeVectors(pev->angles);
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flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1); // TODO: noxref
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switch (m_LastHitGroup)
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{
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case HITGROUP_HEAD:
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// pick a region-specific flinch
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flinchActivity = ACT_FLINCH_HEAD;
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break;
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case HITGROUP_STOMACH:
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flinchActivity = ACT_FLINCH_STOMACH;
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break;
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case HITGROUP_LEFTARM:
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flinchActivity = ACT_FLINCH_LEFTARM;
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break;
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case HITGROUP_RIGHTARM:
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flinchActivity = ACT_FLINCH_RIGHTARM;
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break;
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case HITGROUP_LEFTLEG:
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flinchActivity = ACT_FLINCH_LEFTLEG;
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break;
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case HITGROUP_RIGHTLEG:
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flinchActivity = ACT_FLINCH_RIGHTLEG;
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break;
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case HITGROUP_GENERIC:
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default:
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// just get a generic flinch.
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flinchActivity = ACT_SMALL_FLINCH;
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break;
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}
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// do we have a sequence for the ideal activity?
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if (LookupActivity(flinchActivity) == ACT_INVALID)
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{
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flinchActivity = ACT_SMALL_FLINCH;
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}
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return flinchActivity;
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}
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void CBaseMonster::__MAKE_VHOOK(BecomeDead)()
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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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BOOL CBaseMonster::ShouldGibMonster(int iGib)
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{
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if ((iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE) || (iGib == GIB_ALWAYS))
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{
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return TRUE;
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}
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return FALSE;
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}
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void CBaseMonster::CallGibMonster()
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{
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BOOL fade = FALSE;
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if (HasHumanGibs())
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{
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if (CVAR_GET_FLOAT("violence_hgibs") == 0)
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fade = TRUE;
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}
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else if (HasAlienGibs())
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{
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if (CVAR_GET_FLOAT("violence_agibs") == 0)
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fade = TRUE;
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}
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// do something with the body. while monster blows up
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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if (fade)
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{
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FadeMonster();
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}
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else
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{
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// make the model invisible.
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pev->effects = EF_NODRAW;
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GibMonster();
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}
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pev->deadflag = DEAD_DEAD;
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FCheckAITrigger();
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// don't let the status bar glitch for players.with <0 health.
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if (pev->health < -99.0f)
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{
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pev->health = 0;
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}
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if (ShouldFadeOnDeath() && !fade)
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UTIL_Remove(this);
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}
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void CBaseMonster::__MAKE_VHOOK(Killed)(entvars_t *pevAttacker, int iGib)
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{
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// unsigned int cCount = 0;
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// BOOL fDone = FALSE;
|
|
|
|
if (HasMemory(bits_MEMORY_KILLED))
|
|
{
|
|
if (ShouldGibMonster(iGib))
|
|
CallGibMonster();
|
|
return;
|
|
}
|
|
|
|
Remember(bits_MEMORY_KILLED);
|
|
|
|
// clear the deceased's sound channels.(may have been firing or reloading when killed)
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM);
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
// Make sure this condition is fired too (TakeDamage breaks out before this happens on death)
|
|
SetConditions(bits_COND_LIGHT_DAMAGE);
|
|
|
|
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
|
|
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
|
|
if (pOwner)
|
|
{
|
|
pOwner->DeathNotice(pev);
|
|
}
|
|
|
|
if (ShouldGibMonster(iGib))
|
|
{
|
|
CallGibMonster();
|
|
return;
|
|
}
|
|
else if (pev->flags & FL_MONSTER)
|
|
{
|
|
SetTouch(NULL);
|
|
BecomeDead();
|
|
}
|
|
|
|
// don't let the status bar glitch for players.with <0 health.
|
|
if (pev->health < -99)
|
|
{
|
|
pev->health = 0;
|
|
}
|
|
|
|
//pev->enemy = ENT(pevAttacker);//why? (sjb)
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
}
|
|
|
|
void CBaseEntity::SUB_StartFadeOut()
|
|
{
|
|
if (pev->rendermode == kRenderNormal)
|
|
{
|
|
pev->renderamt = 255.0f;
|
|
pev->rendermode = kRenderTransTexture;
|
|
}
|
|
|
|
pev->solid = SOLID_NOT;
|
|
pev->avelocity = g_vecZero;
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
SetThink(&CBaseEntity::SUB_FadeOut);
|
|
}
|
|
|
|
void CBaseEntity::SUB_FadeOut()
|
|
{
|
|
if (pev->renderamt > 7)
|
|
{
|
|
pev->renderamt -= 7.0f;
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
else
|
|
{
|
|
pev->renderamt = 0.0f;
|
|
pev->nextthink = gpGlobals->time + 0.2f;
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
}
|
|
}
|
|
|
|
void CGib::WaitTillLand()
|
|
{
|
|
if (!IsInWorld())
|
|
{
|
|
UTIL_Remove(this);
|
|
return;
|
|
}
|
|
|
|
if (pev->velocity == g_vecZero)
|
|
{
|
|
SetThink(&CBaseEntity::SUB_StartFadeOut);
|
|
pev->nextthink = gpGlobals->time + m_lifeTime;
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (m_bloodColor != DONT_BLEED)
|
|
CSoundEnt::InsertSound(bits_SOUND_MEAT, pev->origin, 384, 25);
|
|
#endif
|
|
}
|
|
else
|
|
pev->nextthink = gpGlobals->time + 0.5f;
|
|
}
|
|
|
|
void CGib::BounceGibTouch(CBaseEntity *pOther)
|
|
{
|
|
if (pev->flags & FL_ONGROUND)
|
|
{
|
|
pev->velocity = pev->velocity * 0.9;
|
|
pev->angles.x = 0;
|
|
pev->angles.z = 0;
|
|
pev->avelocity.x = 0;
|
|
pev->avelocity.z = 0;
|
|
}
|
|
else
|
|
{
|
|
if (g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED)
|
|
{
|
|
TraceResult tr;
|
|
Vector vecSpot = pev->origin + Vector(0, 0, 8);
|
|
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr);
|
|
UTIL_BloodDecalTrace(&tr, m_bloodColor);
|
|
m_cBloodDecals--;
|
|
}
|
|
|
|
if (m_material != matNone && !RANDOM_LONG(0, 2))
|
|
{
|
|
float zvel = Q_fabs(pev->velocity.z);
|
|
float volume = 0.8 * Q_min(1.0f, zvel / 450);
|
|
|
|
CBreakable::MaterialSoundRandom(edict(), (Materials)m_material, volume);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sticky gib puts blood on the wall and stays put.
|
|
void CGib::StickyGibTouch(CBaseEntity *pOther)
|
|
{
|
|
Vector vecSpot;
|
|
TraceResult tr;
|
|
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 10;
|
|
|
|
if (!FClassnameIs(pOther->pev, "worldspawn"))
|
|
{
|
|
pev->nextthink = gpGlobals->time;
|
|
return;
|
|
}
|
|
|
|
vecSpot = pev->origin + pev->velocity * 32;
|
|
|
|
UTIL_TraceLine(pev->origin, vecSpot, ignore_monsters, ENT(pev), &tr);
|
|
UTIL_BloodDecalTrace(&tr, m_bloodColor);
|
|
|
|
pev->velocity = tr.vecPlaneNormal * -1;
|
|
pev->angles = UTIL_VecToAngles(pev->velocity);
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
}
|
|
|
|
void CGib::Spawn(const char *szGibModel)
|
|
{
|
|
pev->movetype = MOVETYPE_BOUNCE;
|
|
|
|
// deading the bounce a bit
|
|
pev->friction = 0.55;
|
|
|
|
// sometimes an entity inherits the edict from a former piece of glass,
|
|
// and will spawn using the same render FX or rendermode! bad!
|
|
pev->renderamt = 255.0;
|
|
pev->rendermode = kRenderNormal;
|
|
pev->renderfx = kRenderFxNone;
|
|
|
|
/// hopefully this will fix the VELOCITY TOO LOW crap
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
MAKE_STRING_CLASS("gib", pev);
|
|
|
|
SET_MODEL(ENT(pev), szGibModel);
|
|
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
|
|
|
|
pev->nextthink = gpGlobals->time + 4.0f;
|
|
m_lifeTime = 25.0f;
|
|
|
|
SetThink(&CGib::WaitTillLand);
|
|
SetTouch(&CGib::BounceGibTouch);
|
|
|
|
m_material = matNone;
|
|
|
|
// how many blood decals this gib can place (1 per bounce until none remain).
|
|
m_cBloodDecals = 5;
|
|
}
|
|
|
|
int CBaseMonster::__MAKE_VHOOK(TakeHealth)(float flHealth, int bitsDamageType)
|
|
{
|
|
if (pev->takedamage == DAMAGE_NO)
|
|
return 0;
|
|
|
|
// clear out any damage types we healed.
|
|
// UNDONE: generic health should not heal any
|
|
// UNDONE: time-based damage
|
|
|
|
m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED);
|
|
return CBaseEntity::TakeHealth(flHealth, bitsDamageType);
|
|
}
|
|
|
|
// The damage is coming from inflictor, but get mad at attacker
|
|
// This should be the only function that ever reduces health.
|
|
// bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
|
|
//
|
|
// Time-based damage: only occurs while the monster is within the trigger_hurt.
|
|
// When a monster is poisoned via an arrow etc it takes all the poison damage at once.
|
|
int CBaseMonster::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
if (pev->takedamage == DAMAGE_NO)
|
|
return 0;
|
|
|
|
if (!IsAlive())
|
|
{
|
|
return DeadTakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
if (pev->deadflag == DEAD_NO)
|
|
{
|
|
// no pain sound during death animation.
|
|
PainSound();
|
|
}
|
|
|
|
// LATER: make armor consideration here!
|
|
float flTake = flDamage;
|
|
|
|
// set damage type sustained
|
|
m_bitsDamageType |= bitsDamageType;
|
|
|
|
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
|
|
Vector vecDir(0, 0, 0);
|
|
|
|
if (!FNullEnt(pevInflictor))
|
|
{
|
|
CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor);
|
|
|
|
if (pInflictor)
|
|
{
|
|
#ifndef PLAY_GAMEDLL
|
|
vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize();
|
|
#else
|
|
// TODO: fix test demo
|
|
vecDir = NormalizeSubtract<
|
|
float_precision, float, float_precision, float_precision
|
|
>(Center(), pInflictor->Center() - Vector(0, 0, 10));
|
|
#endif
|
|
vecDir = g_vecAttackDir = vecDir.Normalize();
|
|
}
|
|
}
|
|
|
|
// add to the damage total for clients, which will be sent as a single
|
|
// message at the end of the frame
|
|
// TODO: remove after combining shotgun blasts?
|
|
if (IsPlayer())
|
|
{
|
|
if (pevInflictor)
|
|
{
|
|
pev->dmg_inflictor = ENT(pevInflictor);
|
|
}
|
|
|
|
pev->dmg_take += flTake;
|
|
}
|
|
|
|
pev->health -= flTake;
|
|
|
|
if (m_MonsterState == MONSTERSTATE_SCRIPT)
|
|
{
|
|
SetConditions(bits_COND_LIGHT_DAMAGE);
|
|
return 0;
|
|
}
|
|
|
|
if (pev->health <= 0.0f)
|
|
{
|
|
g_pevLastInflictor = pevInflictor;
|
|
|
|
if (bitsDamageType & DMG_ALWAYSGIB)
|
|
Killed(pevAttacker, GIB_ALWAYS);
|
|
|
|
else if (bitsDamageType & DMG_NEVERGIB)
|
|
Killed(pevAttacker, GIB_NEVER);
|
|
else
|
|
Killed(pevAttacker, GIB_NORMAL);
|
|
|
|
g_pevLastInflictor = NULL;
|
|
return 0;
|
|
}
|
|
if ((pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker))
|
|
{
|
|
if (pevAttacker->flags & (FL_MONSTER | FL_CLIENT))
|
|
{
|
|
if (pevInflictor)
|
|
{
|
|
if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY))
|
|
m_vecEnemyLKP = pevInflictor->origin;
|
|
}
|
|
else
|
|
{
|
|
m_vecEnemyLKP = pev->origin + (g_vecAttackDir * 64);
|
|
}
|
|
|
|
MakeIdealYaw(m_vecEnemyLKP);
|
|
|
|
if (flDamage > 20.0f)
|
|
{
|
|
SetConditions(bits_COND_LIGHT_DAMAGE);
|
|
}
|
|
|
|
if (flDamage >= 20.0f)
|
|
{
|
|
SetConditions(bits_COND_HEAVY_DAMAGE);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// DeadTakeDamage - takedamage function called when a monster's corpse is damaged.
|
|
int CBaseMonster::DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
|
|
Vector vecDir(0, 0, 0);
|
|
|
|
if (!FNullEnt(pevInflictor))
|
|
{
|
|
CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor);
|
|
if (pInflictor)
|
|
{
|
|
vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize();
|
|
vecDir = g_vecAttackDir = vecDir.Normalize();
|
|
}
|
|
}
|
|
|
|
// turn this back on when the bounding box issues are resolved.
|
|
#if 0
|
|
|
|
pev->flags &= ~FL_ONGROUND;
|
|
pev->origin.z += 1;
|
|
|
|
// let the damage scoot the corpse around a bit.
|
|
if (!FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER))
|
|
{
|
|
pev->velocity = pev->velocity + vecDir * -DamageForce(flDamage);
|
|
}
|
|
|
|
#endif
|
|
|
|
// kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse.
|
|
if (bitsDamageType & DMG_GIB_CORPSE)
|
|
{
|
|
if (pev->health <= flDamage)
|
|
{
|
|
pev->health = -50;
|
|
Killed(pevAttacker, GIB_ALWAYS);
|
|
return 0;
|
|
}
|
|
|
|
// Accumulate corpse gibbing damage, so you can gib with multiple hits
|
|
pev->health -= flDamage * 0.1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
float CBaseMonster::DamageForce(float damage)
|
|
{
|
|
float_precision force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
|
|
|
|
if (force > 1000.0)
|
|
{
|
|
force = 1000.0;
|
|
}
|
|
return force;
|
|
}
|
|
|
|
void EXT_FUNC PlayerBlind(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, float fadeTime, float fadeHold, int alpha, Vector &color)
|
|
{
|
|
UTIL_ScreenFade(pPlayer, color, fadeTime, fadeHold, alpha, 0);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; ++i)
|
|
{
|
|
CBasePlayer *pObserver = UTIL_PlayerByIndex(i);
|
|
|
|
if (!pObserver || !pObserver->IsObservingPlayer(pPlayer))
|
|
continue;
|
|
|
|
if (!fadetoblack.value)
|
|
{
|
|
UTIL_ScreenFade(pObserver, color, fadeTime, fadeHold, alpha, 0);
|
|
}
|
|
}
|
|
|
|
pPlayer->Blind(fadeTime * 0.33, fadeHold, fadeTime, alpha);
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_PLAYER_BLINDED_BY_FLASHBANG, pPlayer);
|
|
}
|
|
}
|
|
|
|
void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
TraceResult tr;
|
|
float flAdjustedDamage, falloff;
|
|
Vector vecSpot;
|
|
float flRadius = 1500;
|
|
|
|
if (flRadius)
|
|
falloff = flDamage / flRadius;
|
|
else
|
|
falloff = 1;
|
|
|
|
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
|
|
|
vecSrc.z += 1;
|
|
|
|
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, 1500.0)) != NULL)
|
|
{
|
|
TraceResult tr2;
|
|
Vector vecLOS;
|
|
float flDot;
|
|
float fadeTime;
|
|
float fadeHold;
|
|
int alpha;
|
|
CBasePlayer *pPlayer;
|
|
float currentHoldTime;
|
|
|
|
if (!pEntity->IsPlayer())
|
|
continue;
|
|
|
|
pPlayer = (CBasePlayer *)pEntity;
|
|
|
|
if (pPlayer->pev->takedamage == DAMAGE_NO || pPlayer->pev->deadflag != DEAD_NO)
|
|
continue;
|
|
|
|
if (bInWater && pPlayer->pev->waterlevel == 0)
|
|
continue;
|
|
|
|
if (!bInWater && pPlayer->pev->waterlevel == 3)
|
|
continue;
|
|
|
|
vecSpot = pPlayer->BodyTarget(vecSrc);
|
|
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);
|
|
|
|
g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(NULL, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr);
|
|
|
|
if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity)
|
|
continue;
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
UTIL_TraceLine(vecSpot, vecSrc, dont_ignore_monsters, tr.pHit, &tr2);
|
|
|
|
if (tr2.flFraction >= 1.0)
|
|
#endif
|
|
{
|
|
if (tr.fStartSolid)
|
|
{
|
|
tr.vecEndPos = vecSrc;
|
|
tr.flFraction = 0;
|
|
}
|
|
|
|
flAdjustedDamage = flDamage - (vecSrc - tr.vecEndPos).Length() * falloff;
|
|
|
|
if (flAdjustedDamage < 0)
|
|
flAdjustedDamage = 0;
|
|
|
|
UTIL_MakeVectors(pPlayer->pev->v_angle);
|
|
vecLOS = vecSrc - pPlayer->EarPosition();
|
|
flDot = DotProduct(vecLOS, gpGlobals->v_forward);
|
|
|
|
if (flDot < 0)
|
|
{
|
|
alpha = 200;
|
|
fadeTime = flAdjustedDamage * 1.75;
|
|
fadeHold = flAdjustedDamage / 3.5;
|
|
}
|
|
else
|
|
{
|
|
alpha = 255;
|
|
fadeTime = flAdjustedDamage * 3;
|
|
fadeHold = flAdjustedDamage / 1.5;
|
|
}
|
|
|
|
currentHoldTime = pPlayer->m_blindStartTime + pPlayer->m_blindHoldTime - gpGlobals->time;
|
|
|
|
if (currentHoldTime > 0.0 && alpha == 255)
|
|
fadeHold += currentHoldTime;
|
|
|
|
if (pPlayer->m_blindStartTime != 0.0f && pPlayer->m_blindFadeTime != 0.0f)
|
|
{
|
|
if ((pPlayer->m_blindStartTime + pPlayer->m_blindFadeTime + pPlayer->m_blindHoldTime) > gpGlobals->time)
|
|
{
|
|
if (pPlayer->m_blindFadeTime > fadeTime)
|
|
fadeTime = pPlayer->m_blindFadeTime;
|
|
|
|
if (pPlayer->m_blindAlpha >= alpha)
|
|
alpha = pPlayer->m_blindAlpha;
|
|
}
|
|
}
|
|
|
|
Vector color(255, 255, 255);
|
|
g_ReGameHookchains.m_PlayerBlind.callChain(PlayerBlind, pPlayer, pevInflictor, pevAttacker, fadeTime, fadeHold, alpha, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity)
|
|
{
|
|
float retval = 0.0f;
|
|
TraceResult tr;
|
|
Vector spot;
|
|
|
|
const float topOfHead = 25.0f;
|
|
const float standFeet = 34.0f;
|
|
const float crouchFeet = 14.0f;
|
|
const float edgeOffset = 13.0f;
|
|
|
|
if (!entity->IsPlayer())
|
|
{
|
|
UTIL_TraceLine(vecSrc, entity->pev->origin, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval = 1.0f;
|
|
|
|
return retval;
|
|
}
|
|
|
|
UTIL_TraceLine(vecSrc, entity->pev->origin, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval += 0.4f;
|
|
|
|
spot = entity->pev->origin + Vector(0, 0, topOfHead);
|
|
UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval += 0.2f;
|
|
|
|
spot = entity->pev->origin;
|
|
if (entity->pev->flags & FL_DUCKING)
|
|
spot.z -= crouchFeet;
|
|
else
|
|
spot.z -= standFeet;
|
|
|
|
UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval += 0.2f;
|
|
|
|
Vector2D dir = (entity->pev->origin - vecSrc).Make2D();
|
|
dir.NormalizeInPlace();
|
|
|
|
Vector2D perp(-dir.y * edgeOffset, dir.x * edgeOffset);
|
|
|
|
spot = entity->pev->origin + Vector(perp.x, perp.y, 0);
|
|
|
|
UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval += 0.1;
|
|
|
|
spot = entity->pev->origin - Vector(perp.x, perp.y, 0);
|
|
|
|
UTIL_TraceLine(vecSrc, spot, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
retval += 0.1;
|
|
|
|
return retval;
|
|
}
|
|
|
|
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
TraceResult tr;
|
|
float flAdjustedDamage, falloff;
|
|
Vector vecSpot;
|
|
|
|
if (flRadius)
|
|
falloff = flDamage / flRadius;
|
|
else
|
|
falloff = 1.0;
|
|
|
|
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
|
|
|
// in case grenade is lying on the ground
|
|
vecSrc.z += 1;
|
|
|
|
if (!pevAttacker)
|
|
pevAttacker = pevInflictor;
|
|
|
|
// iterate on all entities in the vicinity.
|
|
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL)
|
|
{
|
|
if (pEntity->pev->takedamage != DAMAGE_NO)
|
|
{
|
|
// UNDONE: this should check a damage mask, not an ignore
|
|
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
|
continue;
|
|
|
|
// blast's don't tavel into or out of water
|
|
if (bInWater && pEntity->pev->waterlevel == 0)
|
|
continue;
|
|
|
|
if (!bInWater && pEntity->pev->waterlevel == 3)
|
|
continue;
|
|
|
|
bool useLOS = false;
|
|
float damageRatio = 1.0f;
|
|
|
|
if ((bitsDamageType & DMG_EXPLOSION) && g_bIsCzeroGame)
|
|
{
|
|
useLOS = true;
|
|
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
|
}
|
|
|
|
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
|
|
|
float length;
|
|
#ifdef REGAMEDLL_ADD
|
|
// allow to damage breakable objects
|
|
if (FClassnameIs(pEntity->pev, "func_breakable"))
|
|
length = (vecSrc - pEntity->Center()).Length();
|
|
else
|
|
#endif
|
|
length = (vecSrc - pEntity->pev->origin).Length();
|
|
|
|
if (useLOS)
|
|
{
|
|
if (!flRadius)
|
|
flRadius = flDamage;
|
|
|
|
if (!flDamage)
|
|
flRadius = 0;
|
|
|
|
flAdjustedDamage = (flRadius - length) * (flRadius - length) * 1.25 / (flRadius * flRadius) * (damageRatio * flDamage) * 1.5;
|
|
}
|
|
else
|
|
{
|
|
flAdjustedDamage = flDamage - length * falloff;
|
|
#ifdef REGAMEDLL_ADD
|
|
// disable grenade damage through walls?
|
|
if (hegrenade_penetration.string[0] == '1' && (bitsDamageType & DMG_EXPLOSION))
|
|
{
|
|
UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, NULL, &tr);
|
|
|
|
if (tr.flFraction != 1.0f)
|
|
flAdjustedDamage = 0.0f;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
// not allow inflict to the player damage is less than 1.0f and to entities not less than 0.0f
|
|
if ((pEntity->Classify() == CLASS_PLAYER && flAdjustedDamage < 1.0f) || flAdjustedDamage <= 0.0f)
|
|
continue;
|
|
#else
|
|
if (flAdjustedDamage < 0)
|
|
flAdjustedDamage = 0;
|
|
#endif
|
|
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
TraceResult tr;
|
|
float flAdjustedDamage, falloff;
|
|
Vector vecSpot;
|
|
|
|
if (flRadius)
|
|
falloff = flDamage / flRadius;
|
|
else
|
|
falloff = 1.0;
|
|
|
|
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
|
|
|
// in case grenade is lying on the ground
|
|
vecSrc.z += 1;
|
|
|
|
if (!pevAttacker)
|
|
pevAttacker = pevInflictor;
|
|
|
|
// iterate on all entities in the vicinity.
|
|
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL)
|
|
{
|
|
if (pEntity->pev->takedamage != DAMAGE_NO)
|
|
{
|
|
// UNDONE: this should check a damage mask, not an ignore
|
|
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
|
continue;
|
|
|
|
// blast's don't tavel into or out of water
|
|
if (bInWater && pEntity->pev->waterlevel == 0)
|
|
continue;
|
|
|
|
if (!bInWater && pEntity->pev->waterlevel == 3)
|
|
continue;
|
|
|
|
vecSpot = pEntity->BodyTarget(vecSrc);
|
|
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);
|
|
|
|
if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict())
|
|
{
|
|
if (tr.fStartSolid)
|
|
{
|
|
tr.vecEndPos = vecSrc;
|
|
tr.flFraction = 0;
|
|
}
|
|
|
|
flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff;
|
|
|
|
if (flAdjustedDamage < 0)
|
|
flAdjustedDamage = 0;
|
|
|
|
else if (flAdjustedDamage > 75)
|
|
flAdjustedDamage = 75;
|
|
|
|
if (tr.flFraction == 1.0f)
|
|
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
|
|
|
else
|
|
{
|
|
ClearMultiDamage();
|
|
pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType);
|
|
ApplyMultiDamage(pevInflictor, pevAttacker);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBaseMonster::RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
if (flDamage > 80)
|
|
::RadiusDamage(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType);
|
|
else
|
|
::RadiusDamage2(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * (RANDOM_FLOAT(0.5, 1.5) + 3), iClassIgnore, bitsDamageType);
|
|
}
|
|
|
|
NOXREF void CBaseMonster::RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
if (flDamage > 80)
|
|
::RadiusDamage(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 3.5, iClassIgnore, bitsDamageType);
|
|
else
|
|
::RadiusDamage2(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * (RANDOM_FLOAT(0.5, 1.5) + 3), iClassIgnore, bitsDamageType);
|
|
}
|
|
|
|
// CheckTraceHullAttack - expects a length to trace, amount
|
|
// of damage to do, and damage type. Returns a pointer to
|
|
// the damaged entity in case the monster wishes to do
|
|
// other stuff to the victim (punchangle, etc)
|
|
//
|
|
// Used for many contact-range melee attacks. Bites, claws, etc.
|
|
NOXREF CBaseEntity *CBaseMonster::CheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
|
|
{
|
|
TraceResult tr;
|
|
|
|
if (IsPlayer())
|
|
UTIL_MakeVectors(pev->angles);
|
|
else
|
|
UTIL_MakeAimVectors(pev->angles);
|
|
|
|
Vector vecStart = pev->origin;
|
|
vecStart.z += pev->size.z * 0.5;
|
|
Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist);
|
|
|
|
UTIL_TraceHull(vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr);
|
|
|
|
if (tr.pHit)
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
|
|
if (iDamage > 0)
|
|
{
|
|
pEntity->TakeDamage(pev, pev, iDamage, iDmgType);
|
|
}
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// FInViewCone - returns true is the passed ent is in
|
|
// the caller's forward view cone. The dot product is performed
|
|
// in 2d, making the view cone infinitely tall.
|
|
BOOL CBaseMonster::__MAKE_VHOOK(FInViewCone)(CBaseEntity *pEntity)
|
|
{
|
|
Vector2D vec2LOS;
|
|
float flDot;
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
vec2LOS = (pEntity->pev->origin - pev->origin).Make2D();
|
|
vec2LOS = vec2LOS.Normalize();
|
|
|
|
flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D());
|
|
|
|
if (flDot > m_flFieldOfView)
|
|
{
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// FInViewCone - returns true is the passed vector is in
|
|
// the caller's forward view cone. The dot product is performed
|
|
// in 2d, making the view cone infinitely tall.
|
|
BOOL CBaseMonster::__MAKE_VHOOK(FInViewCone)(const Vector *pOrigin)
|
|
{
|
|
Vector2D vec2LOS;
|
|
float flDot;
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
vec2LOS = (*pOrigin - pev->origin).Make2D();
|
|
vec2LOS = vec2LOS.Normalize();
|
|
|
|
flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D());
|
|
|
|
if (flDot > m_flFieldOfView)
|
|
{
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// FVisible - returns true if a line can be traced from
|
|
// the caller's eyes to the target
|
|
BOOL CBaseEntity::__MAKE_VHOOK(FVisible)(CBaseEntity *pEntity)
|
|
{
|
|
TraceResult tr;
|
|
Vector vecLookerOrigin;
|
|
Vector vecTargetOrigin;
|
|
|
|
if (pEntity->pev->flags & FL_NOTARGET)
|
|
return FALSE;
|
|
|
|
// don't look through water
|
|
if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0))
|
|
return FALSE;
|
|
|
|
//look through the caller's 'eyes'
|
|
vecLookerOrigin = pev->origin + pev->view_ofs;
|
|
vecTargetOrigin = pEntity->EyePosition();
|
|
|
|
UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr);
|
|
|
|
if (tr.flFraction != 1.0f)
|
|
{
|
|
// Line of sight is not established
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
// line of sight is valid.
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
// FVisible - returns true if a line can be traced from
|
|
// the caller's eyes to the target vector
|
|
BOOL CBaseEntity::__MAKE_VHOOK(FVisible)(const Vector &vecOrigin)
|
|
{
|
|
TraceResult tr;
|
|
Vector vecLookerOrigin;
|
|
|
|
//look through the caller's 'eyes'
|
|
vecLookerOrigin = EyePosition();
|
|
|
|
UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr);
|
|
|
|
if (tr.flFraction != 1.0f)
|
|
{
|
|
// Line of sight is not established
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
// line of sight is valid.
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
void CBaseEntity::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
Vector vecOrigin = ptr->vecEndPos - vecDir * 4;
|
|
|
|
if (pev->takedamage == DAMAGE_YES)
|
|
{
|
|
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
|
|
|
|
int blood = BloodColor();
|
|
if (blood != DONT_BLEED)
|
|
{
|
|
// a little surface blood.
|
|
SpawnBlood(vecOrigin, blood, flDamage);
|
|
TraceBleed(flDamage, vecDir, ptr, bitsDamageType);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBaseMonster::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
Vector vecOrigin = ptr->vecEndPos - vecDir * 4;
|
|
|
|
if (pev->takedamage == DAMAGE_YES)
|
|
{
|
|
m_LastHitGroup = ptr->iHitgroup;
|
|
|
|
switch (ptr->iHitgroup)
|
|
{
|
|
case HITGROUP_GENERIC:
|
|
break;
|
|
case HITGROUP_HEAD:
|
|
flDamage *= 3;
|
|
break;
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
flDamage *= 1.5;
|
|
break;
|
|
case HITGROUP_LEFTARM:
|
|
case HITGROUP_RIGHTARM:
|
|
flDamage *= 1.0;
|
|
break;
|
|
case HITGROUP_LEFTLEG:
|
|
case HITGROUP_RIGHTLEG:
|
|
flDamage *= 0.75;
|
|
break;
|
|
case HITGROUP_SHIELD:
|
|
flDamage = 0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
|
|
|
|
int blood = BloodColor();
|
|
if (blood != DONT_BLEED)
|
|
{
|
|
// a little surface blood.
|
|
SpawnBlood(vecOrigin, blood, flDamage);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker)
|
|
{
|
|
static int tracerCount;
|
|
int tracer;
|
|
|
|
TraceResult tr;
|
|
Vector vecRight, vecUp;
|
|
bool m_bCreatedShotgunSpark = true;
|
|
|
|
vecRight = gpGlobals->v_right;
|
|
vecUp = gpGlobals->v_up;
|
|
|
|
if (!pevAttacker)
|
|
{
|
|
// the default attacker is ourselves
|
|
pevAttacker = pev;
|
|
}
|
|
|
|
ClearMultiDamage();
|
|
gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB);
|
|
|
|
for (ULONG iShot = 1; iShot <= cShots; ++iShot)
|
|
{
|
|
int spark = 0;
|
|
|
|
// get circular gaussian spread
|
|
float x, y, z;
|
|
|
|
do
|
|
{
|
|
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
|
|
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
|
|
z = x * x + y * y;
|
|
}
|
|
while (z > 1);
|
|
|
|
Vector vecDir, vecEnd;
|
|
|
|
vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
|
|
vecEnd = vecSrc + vecDir * flDistance;
|
|
|
|
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
|
tracer = 0;
|
|
|
|
if (iTracerFreq != 0 && !(tracerCount++ % iTracerFreq))
|
|
{
|
|
Vector vecTracerSrc;
|
|
|
|
if (IsPlayer())
|
|
{
|
|
// adjust tracer position for player
|
|
vecTracerSrc = vecSrc + Vector(0, 0, -4) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
|
|
}
|
|
else
|
|
{
|
|
vecTracerSrc = vecSrc;
|
|
}
|
|
|
|
// guns that always trace also always decal
|
|
if (iTracerFreq != 1)
|
|
tracer = 1;
|
|
|
|
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecTracerSrc);
|
|
WRITE_BYTE(TE_TRACER);
|
|
WRITE_COORD(vecTracerSrc.x);
|
|
WRITE_COORD(vecTracerSrc.y);
|
|
WRITE_COORD(vecTracerSrc.z);
|
|
WRITE_COORD(tr.vecEndPos.x);
|
|
WRITE_COORD(tr.vecEndPos.y);
|
|
WRITE_COORD(tr.vecEndPos.z);
|
|
MESSAGE_END();
|
|
}
|
|
|
|
// do damage, paint decals
|
|
if (tr.flFraction != 1.0f)
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
|
|
if (iDamage)
|
|
{
|
|
pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB));
|
|
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
|
DecalGunshot(&tr, iBulletType, false, pev, false);
|
|
}
|
|
else
|
|
{
|
|
float flDamage;
|
|
|
|
switch (iBulletType)
|
|
{
|
|
case BULLET_PLAYER_MP5:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET);
|
|
break;
|
|
case BULLET_PLAYER_BUCKSHOT:
|
|
flDamage = ((1 - tr.flFraction) * 20);
|
|
pEntity->TraceAttack(pevAttacker, int(flDamage), vecDir, &tr, DMG_BULLET);
|
|
break;
|
|
case BULLET_PLAYER_357:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET);
|
|
break;
|
|
case BULLET_MONSTER_9MM:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
|
|
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
|
DecalGunshot(&tr, iBulletType, false, pev, false);
|
|
break;
|
|
case BULLET_MONSTER_MP5:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
|
|
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
|
DecalGunshot(&tr, iBulletType, false, pev, false);
|
|
break;
|
|
case BULLET_MONSTER_12MM:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET);
|
|
|
|
if (!tracer)
|
|
{
|
|
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
|
DecalGunshot(&tr, iBulletType, false, pev, false);
|
|
}
|
|
break;
|
|
case BULLET_NONE:
|
|
flDamage = 50;
|
|
pEntity->TraceAttack(pevAttacker, flDamage, vecDir, &tr, DMG_CLUB);
|
|
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
|
|
|
// only decal glass
|
|
if (!FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != kRenderNormal)
|
|
{
|
|
UTIL_DecalTrace(&tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2));
|
|
}
|
|
break;
|
|
default:
|
|
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// make bullet trails
|
|
UTIL_BubbleTrail(vecSrc, tr.vecEndPos, int((flDistance * tr.flFraction) / 64));
|
|
}
|
|
|
|
ApplyMultiDamage(pev, pevAttacker);
|
|
}
|
|
|
|
NOXREF char *vstr(float *v)
|
|
{
|
|
static int idx = 0;
|
|
static char string[ 16 ][ 1024 ];
|
|
|
|
idx = (idx + 1) % 0xF;
|
|
Q_sprintf(string[ idx ], "%.4f %.4f %.4f", v[0], v[1], v[2]);
|
|
|
|
return string[ idx ];
|
|
}
|
|
|
|
// Go to the trouble of combining multiple pellets into a single damage call.
|
|
// This version is used by Players, uses the random seed generator to sync client and server side shots.
|
|
Vector CBaseEntity::FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand)
|
|
{
|
|
int iOriginalPenetration = iPenetration;
|
|
int iPenetrationPower;
|
|
float flPenetrationDistance;
|
|
int iCurrentDamage = iDamage;
|
|
float flCurrentDistance;
|
|
|
|
TraceResult tr, tr2;
|
|
Vector vecRight, vecUp;
|
|
|
|
bool bHitMetal = false;
|
|
int iSparksAmount = 1;
|
|
|
|
vecRight = gpGlobals->v_right;
|
|
vecUp = gpGlobals->v_up;
|
|
|
|
switch (iBulletType)
|
|
{
|
|
case BULLET_PLAYER_9MM:
|
|
iPenetrationPower = 21;
|
|
flPenetrationDistance = 800;
|
|
break;
|
|
case BULLET_PLAYER_45ACP:
|
|
iPenetrationPower = 15;
|
|
flPenetrationDistance = 500;
|
|
break;
|
|
case BULLET_PLAYER_50AE:
|
|
iPenetrationPower = 30;
|
|
flPenetrationDistance = 1000;
|
|
break;
|
|
case BULLET_PLAYER_762MM:
|
|
iPenetrationPower = 39;
|
|
flPenetrationDistance = 5000;
|
|
break;
|
|
case BULLET_PLAYER_556MM:
|
|
iPenetrationPower = 35;
|
|
flPenetrationDistance = 4000;
|
|
break;
|
|
case BULLET_PLAYER_338MAG:
|
|
iPenetrationPower = 45;
|
|
flPenetrationDistance = 8000;
|
|
break;
|
|
case BULLET_PLAYER_57MM:
|
|
iPenetrationPower = 30;
|
|
flPenetrationDistance = 2000;
|
|
break;
|
|
case BULLET_PLAYER_357SIG:
|
|
iPenetrationPower = 25;
|
|
flPenetrationDistance = 800;
|
|
break;
|
|
default:
|
|
iPenetrationPower = 0;
|
|
flPenetrationDistance = 0;
|
|
break;
|
|
}
|
|
|
|
if (!pevAttacker)
|
|
{
|
|
// the default attacker is ourselves
|
|
pevAttacker = pev;
|
|
}
|
|
|
|
gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB);
|
|
|
|
float x, y, z;
|
|
|
|
if (IsPlayer())
|
|
{
|
|
// Use player's random seed.
|
|
// get circular gaussian spread
|
|
x = UTIL_SharedRandomFloat(shared_rand, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 1, -0.5, 0.5);
|
|
y = UTIL_SharedRandomFloat(shared_rand + 2, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 3, -0.5, 0.5);
|
|
}
|
|
else
|
|
{
|
|
do
|
|
{
|
|
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
|
|
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
|
|
z = x * x + y * y;
|
|
}
|
|
while (z > 1);
|
|
}
|
|
|
|
Vector vecDir, vecEnd;
|
|
Vector vecOldSrc, vecNewSrc;
|
|
|
|
vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp;
|
|
vecEnd = vecSrc + vecDir * flDistance;
|
|
|
|
float flDamageModifier = 0.5;
|
|
|
|
while (iPenetration != 0)
|
|
{
|
|
ClearMultiDamage();
|
|
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
if (TheBots != NULL && tr.flFraction != 1.0f)
|
|
{
|
|
TheBots->OnEvent(EVENT_BULLET_IMPACT, this, (CBaseEntity *)&tr.vecEndPos);
|
|
}
|
|
|
|
char cTextureType = UTIL_TextureHit(&tr, vecSrc, vecEnd);
|
|
bool bSparks = false;
|
|
|
|
switch (cTextureType)
|
|
{
|
|
case CHAR_TEX_METAL:
|
|
bHitMetal = true;
|
|
bSparks = true;
|
|
|
|
iPenetrationPower *= 0.15;
|
|
flDamageModifier = 0.2;
|
|
break;
|
|
case CHAR_TEX_CONCRETE:
|
|
iPenetrationPower *= 0.25;
|
|
break;
|
|
case CHAR_TEX_GRATE:
|
|
bHitMetal = true;
|
|
bSparks = true;
|
|
|
|
iPenetrationPower *= 0.5;
|
|
flDamageModifier = 0.4;
|
|
break;
|
|
case CHAR_TEX_VENT:
|
|
bHitMetal = true;
|
|
bSparks = true;
|
|
|
|
iPenetrationPower *= 0.5;
|
|
flDamageModifier = 0.45;
|
|
break;
|
|
case CHAR_TEX_TILE:
|
|
iPenetrationPower *= 0.65;
|
|
flDamageModifier = 0.3;
|
|
break;
|
|
case CHAR_TEX_COMPUTER:
|
|
bHitMetal = true;
|
|
bSparks = true;
|
|
|
|
iPenetrationPower *= 0.4;
|
|
flDamageModifier = 0.45;
|
|
break;
|
|
case CHAR_TEX_WOOD:
|
|
flDamageModifier = 0.6;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (tr.flFraction != 1.0f)
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
iPenetration--;
|
|
|
|
flCurrentDistance = tr.flFraction * flDistance;
|
|
iCurrentDamage *= Q_pow(flRangeModifier, flCurrentDistance / 500);
|
|
|
|
if (flCurrentDistance > flPenetrationDistance)
|
|
{
|
|
iPenetration = 0;
|
|
}
|
|
|
|
if (tr.iHitgroup == HITGROUP_SHIELD)
|
|
{
|
|
EMIT_SOUND(pEntity->edict(), CHAN_VOICE, (RANDOM_LONG(0, 1) == 1) ? "weapons/ric_metal-1.wav" : "weapons/ric_metal-2.wav", VOL_NORM, ATTN_NORM);
|
|
UTIL_Sparks(tr.vecEndPos);
|
|
|
|
pEntity->pev->punchangle.x = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15);
|
|
pEntity->pev->punchangle.z = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15);
|
|
|
|
if (pEntity->pev->punchangle.x < 4)
|
|
{
|
|
pEntity->pev->punchangle.x = -4;
|
|
}
|
|
|
|
if (pEntity->pev->punchangle.z < -5)
|
|
{
|
|
pEntity->pev->punchangle.z = -5;
|
|
}
|
|
else if (pEntity->pev->punchangle.z > 5)
|
|
{
|
|
pEntity->pev->punchangle.z = 5;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
float flDistanceModifier;
|
|
if (VARS(tr.pHit)->solid != SOLID_BSP || !iPenetration)
|
|
{
|
|
iPenetrationPower = 42;
|
|
flDamageModifier = 0.75;
|
|
flDistanceModifier = 0.75;
|
|
}
|
|
else
|
|
flDistanceModifier = 0.5;
|
|
|
|
DecalGunshot(&tr, iBulletType, (!bPistol && RANDOM_LONG(0, 3)), pev, bHitMetal);
|
|
|
|
vecSrc = tr.vecEndPos + (vecDir * iPenetrationPower);
|
|
flDistance = (flDistance - flCurrentDistance) * flDistanceModifier;
|
|
vecEnd = vecSrc + (vecDir * flDistance);
|
|
|
|
pEntity->TraceAttack(pevAttacker, iCurrentDamage, vecDir, &tr, (DMG_BULLET | DMG_NEVERGIB));
|
|
iCurrentDamage *= flDamageModifier;
|
|
}
|
|
else
|
|
iPenetration = 0;
|
|
|
|
ApplyMultiDamage(pev, pevAttacker);
|
|
}
|
|
|
|
return Vector(x * vecSpread, y * vecSpread, 0);
|
|
}
|
|
|
|
void CBaseEntity::__MAKE_VHOOK(TraceBleed)(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
if (BloodColor() == DONT_BLEED)
|
|
return;
|
|
|
|
if (!flDamage)
|
|
return;
|
|
|
|
if (!(bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR)))
|
|
return;
|
|
|
|
// make blood decal on the wall!
|
|
TraceResult Bloodtr;
|
|
Vector vecTraceDir;
|
|
float flNoise;
|
|
int cCount;
|
|
int i;
|
|
|
|
if (flDamage < 10.0f)
|
|
{
|
|
flNoise = 0.1f;
|
|
cCount = 1;
|
|
}
|
|
else if (flDamage < 25.0f)
|
|
{
|
|
flNoise = 0.2f;
|
|
cCount = 2;
|
|
}
|
|
else
|
|
{
|
|
flNoise = 0.3f;
|
|
cCount = 4;
|
|
}
|
|
|
|
for (i = 0; i < cCount; ++i)
|
|
{
|
|
// trace in the opposite direction the shot came from (the direction the shot is going)
|
|
vecTraceDir = vecDir * -1.0f;
|
|
|
|
vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise);
|
|
vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise);
|
|
vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise);
|
|
|
|
UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172.0f, ignore_monsters, ENT(pev), &Bloodtr);
|
|
if (Bloodtr.flFraction != 1.0f)
|
|
{
|
|
if (!RANDOM_LONG(0, 2))
|
|
{
|
|
UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
NOXREF void CBaseMonster::MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir)
|
|
{
|
|
// make blood decal on the wall!
|
|
TraceResult Bloodtr;
|
|
Vector vecTraceDir;
|
|
int i;
|
|
|
|
if (!IsAlive())
|
|
{
|
|
// dealing with a dead monster.
|
|
if (pev->max_health <= 0)
|
|
{
|
|
// no blood decal for a monster that has already decalled its limit.
|
|
return;
|
|
}
|
|
else
|
|
pev->max_health--;
|
|
}
|
|
|
|
for (i = 0; i < cCount; ++i)
|
|
{
|
|
vecTraceDir = vecDir;
|
|
|
|
vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise);
|
|
vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise);
|
|
vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise);
|
|
|
|
UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr);
|
|
|
|
if (Bloodtr.flFraction != 1.0f)
|
|
{
|
|
UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBaseMonster::BloodSplat(const Vector &vecSrc, const Vector &vecDir, int HitLocation, int iVelocity)
|
|
{
|
|
if (HitLocation != HITGROUP_HEAD)
|
|
return;
|
|
|
|
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc);
|
|
WRITE_BYTE(TE_BLOODSTREAM);
|
|
WRITE_COORD(vecSrc.x);
|
|
WRITE_COORD(vecSrc.y);
|
|
WRITE_COORD(vecSrc.z);
|
|
WRITE_COORD(vecDir.x);
|
|
WRITE_COORD(vecDir.y);
|
|
WRITE_COORD(vecDir.z);
|
|
WRITE_BYTE(223);
|
|
WRITE_BYTE(iVelocity + RANDOM_LONG(0, 100));
|
|
MESSAGE_END();
|
|
}
|