/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== combat.cpp ======================================================== functions dealing with damage infliction & death */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" #include "decals.h" #include "animation.h" #include "weapons.h" #include "func_break.h" extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL int g_iSkillLevel; extern Vector VecBModelOrigin( entvars_t *pevBModel ); extern entvars_t *g_pevLastInflictor; #define GERMAN_GIB_COUNT 4 #define HUMAN_GIB_COUNT 6 #define ALIEN_GIB_COUNT 4 // HACKHACK -- The gib velocity equations don't work void CGib::LimitVelocity( void ) { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. if( length > 1500.0f ) pev->velocity = pev->velocity.Normalize() * 1500.0f; // This should really be sv_maxvelocity * 0.75 or something } void CGib::SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ) { int i; if( g_Language == LANGUAGE_GERMAN ) { // no sticky gibs in germany right now! return; } for( i = 0; i < cGibs; i++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/stickygib.mdl" ); pGib->pev->body = RANDOM_LONG( 0, 2 ); if( pevVictim ) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT( -3.0f, 3.0f ); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT( -3.0f, 3.0f ); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT( -3.0f, 3.0f ); /* pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * ( RANDOM_FLOAT( 0, 1 ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * ( RANDOM_FLOAT( 0, 1 ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * ( RANDOM_FLOAT( 0, 1 ) ); */ // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1.0f; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT( -0.15f, 0.15f ); pGib->pev->velocity.y += RANDOM_FLOAT( -0.15f, 0.15f ); pGib->pev->velocity.z += RANDOM_FLOAT( -0.15f, 0.15f ); pGib->pev->velocity = pGib->pev->velocity * 900.0f; pGib->pev->avelocity.x = RANDOM_FLOAT( 250.0f, 400.0f ); pGib->pev->avelocity.y = RANDOM_FLOAT( 250.0f, 400.0f ); // copy owner's blood color pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7f; } else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2.0f; } else { pGib->pev->velocity = pGib->pev->velocity * 4.0f; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize( pGib->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pGib->SetTouch( &CGib::StickyGibTouch ); pGib->SetThink( NULL ); } pGib->LimitVelocity(); } } void CGib::SpawnHeadGib( entvars_t *pevVictim ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); if( g_Language == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" );// throw one head pGib->pev->body = 0; } else { pGib->Spawn( "models/hgibs.mdl" );// throw one head pGib->pev->body = 0; } if( pevVictim ) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; edict_t *pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() ); if( RANDOM_LONG( 0, 100 ) <= 5 && pentPlayer ) { // 5% chance head will be thrown at player's face. entvars_t *pevPlayer; pevPlayer = VARS( pentPlayer ); pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300.0f; pGib->pev->velocity.z += 100.0f; } else { pGib->pev->velocity = Vector( RANDOM_FLOAT( -100.0f, 100.0f ), RANDOM_FLOAT( -100.0f, 100.0f ), RANDOM_FLOAT( 200.0f, 300.0f ) ); } pGib->pev->avelocity.x = RANDOM_FLOAT( 100.0f, 200.0f ); pGib->pev->avelocity.y = RANDOM_FLOAT( 100.0f, 300.0f ); // copy owner's blood color pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7f; } else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2.0f; } else { pGib->pev->velocity = pGib->pev->velocity * 4.0f; } } pGib->LimitVelocity(); } void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) { int cSplat; for( cSplat = 0; cSplat < cGibs; cSplat++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); if( g_Language == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" ); pGib->pev->body = RANDOM_LONG( 0, GERMAN_GIB_COUNT - 1 ); } else { if( human ) { // human pieces pGib->Spawn( "models/hgibs.mdl" ); pGib->pev->body = RANDOM_LONG( 1, HUMAN_GIB_COUNT - 1 );// start at one to avoid throwing random amounts of skulls (0th gib) } else { // aliens pGib->Spawn( "models/agibs.mdl" ); pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 ); } } if( pevVictim ) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * ( RANDOM_FLOAT( 0.0f, 1.0f ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * ( RANDOM_FLOAT( 0.0f, 1.0f ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * ( RANDOM_FLOAT( 0.0f, 1.0f ) ) + 1.0f; // absmin.z is in the floor because the engine subtracts 1 to enlarge the box // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1.0f; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT( -0.25f, 0.25f ); pGib->pev->velocity.y += RANDOM_FLOAT( -0.25f, 0.25f ); pGib->pev->velocity.z += RANDOM_FLOAT( -0.25f, 0.25f ); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f ); pGib->pev->avelocity.x = RANDOM_FLOAT( 100.0f, 200.0f ); pGib->pev->avelocity.y = RANDOM_FLOAT( 100.0f, 300.0f ); // copy owner's blood color pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7f; } else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2.0f; } else { pGib->pev->velocity = pGib->pev->velocity * 4.0f; } pGib->pev->solid = SOLID_BBOX; UTIL_SetSize( pGib->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); } pGib->LimitVelocity(); } } BOOL CBaseMonster::HasHumanGibs( void ) { int myClass = Classify(); if( myClass == CLASS_HUMAN_MILITARY || myClass == CLASS_PLAYER_ALLY || myClass == CLASS_HUMAN_PASSIVE || myClass == CLASS_PLAYER ) return TRUE; return FALSE; } BOOL CBaseMonster::HasAlienGibs( void ) { int myClass = Classify(); if( myClass == CLASS_ALIEN_MILITARY || myClass == CLASS_ALIEN_MONSTER || myClass == CLASS_ALIEN_PASSIVE || myClass == CLASS_INSECT || myClass == CLASS_ALIEN_PREDATOR || myClass == CLASS_ALIEN_PREY ) return TRUE; return FALSE; } void CBaseMonster::FadeMonster( void ) { StopAnimation(); pev->velocity = g_vecZero; pev->movetype = MOVETYPE_NONE; pev->avelocity = g_vecZero; pev->animtime = gpGlobals->time; pev->effects |= EF_NOINTERP; SUB_StartFadeOut(); } //========================================================= // GibMonster - create some gore and get rid of a monster's // model. //========================================================= void CBaseMonster::GibMonster( void ) { TraceResult tr; BOOL gibbed = FALSE; EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM ); // only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs if( HasHumanGibs() ) { if( CVAR_GET_FLOAT( "violence_hgibs" ) != 0 ) // Only the player will ever get here { CGib::SpawnHeadGib( pev ); CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs. } gibbed = TRUE; } else if( HasAlienGibs() ) { if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly { CGib::SpawnRandomGibs( pev, 4, 0 ); // Throw alien gibs } gibbed = TRUE; } if( !IsPlayer() ) { if( gibbed ) { // don't remove players! SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } else { FadeMonster(); } } } //========================================================= // GetDeathActivity - determines the best type of death // anim to play. //========================================================= Activity CBaseMonster::GetDeathActivity( void ) { Activity deathActivity; BOOL fTriedDirection; float flDot; TraceResult tr; Vector vecSrc; if( pev->deadflag != DEAD_NO ) { // don't run this while dying. return m_IdealActivity; } vecSrc = Center(); fTriedDirection = FALSE; deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do. UTIL_MakeVectors( pev->angles ); flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1.0f ); switch( m_LastHitGroup ) { // try to pick a region-specific death. case HITGROUP_HEAD: deathActivity = ACT_DIE_HEADSHOT; break; case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break; case HITGROUP_GENERIC: // try to pick a death based on attack direction fTriedDirection = TRUE; if( flDot > 0.3f ) { deathActivity = ACT_DIEFORWARD; } else if( flDot <= -0.3f ) { deathActivity = ACT_DIEBACKWARD; } break; default: // try to pick a death based on attack direction fTriedDirection = TRUE; if( flDot > 0.3f ) { deathActivity = ACT_DIEFORWARD; } else if( flDot <= -0.3f ) { deathActivity = ACT_DIEBACKWARD; } break; } // can we perform the prescribed death? if( LookupActivity( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // no! did we fail to perform a directional death? if( fTriedDirection ) { // if yes, we're out of options. Go simple. deathActivity = ACT_DIESIMPLE; } else { // cannot perform the ideal region-specific death, so try a direction. if( flDot > 0.3f ) { deathActivity = ACT_DIEFORWARD; } else if( flDot <= -0.3f ) { deathActivity = ACT_DIEBACKWARD; } } } if( LookupActivity( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // if we're still invalid, simple is our only option. deathActivity = ACT_DIESIMPLE; } if( deathActivity == ACT_DIEFORWARD ) { // make sure there's room to fall forward UTIL_TraceHull( vecSrc, vecSrc + gpGlobals->v_forward * 64.0f, dont_ignore_monsters, head_hull, edict(), &tr ); if( tr.flFraction != 1.0f ) { deathActivity = ACT_DIESIMPLE; } } if( deathActivity == ACT_DIEBACKWARD ) { // make sure there's room to fall backward UTIL_TraceHull( vecSrc, vecSrc - gpGlobals->v_forward * 64.0f, dont_ignore_monsters, head_hull, edict(), &tr ); if( tr.flFraction != 1.0f ) { deathActivity = ACT_DIESIMPLE; } } return deathActivity; } //========================================================= // GetSmallFlinchActivity - determines the best type of flinch // anim to play. //========================================================= Activity CBaseMonster::GetSmallFlinchActivity( void ) { Activity flinchActivity; // BOOL fTriedDirection; //float flDot; // fTriedDirection = FALSE; UTIL_MakeVectors( pev->angles ); //flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1.0f ); switch( m_LastHitGroup ) { // pick a region-specific flinch case HITGROUP_HEAD: flinchActivity = ACT_FLINCH_HEAD; break; case HITGROUP_STOMACH: flinchActivity = ACT_FLINCH_STOMACH; break; case HITGROUP_LEFTARM: flinchActivity = ACT_FLINCH_LEFTARM; break; case HITGROUP_RIGHTARM: flinchActivity = ACT_FLINCH_RIGHTARM; break; case HITGROUP_LEFTLEG: flinchActivity = ACT_FLINCH_LEFTLEG; break; case HITGROUP_RIGHTLEG: flinchActivity = ACT_FLINCH_RIGHTLEG; break; case HITGROUP_GENERIC: default: // just get a generic flinch. flinchActivity = ACT_SMALL_FLINCH; break; } // do we have a sequence for the ideal activity? if( LookupActivity( flinchActivity ) == ACTIVITY_NOT_AVAILABLE ) { flinchActivity = ACT_SMALL_FLINCH; } return flinchActivity; } void CBaseMonster::BecomeDead( void ) { pev->takedamage = DAMAGE_YES;// don't let autoaim aim at corpses. // give the corpse half of the monster's original maximum health. pev->health = pev->max_health / 2; pev->max_health = 5; // max_health now becomes a counter for how many blood decals the corpse can place. // make the corpse fly away from the attack vector pev->movetype = MOVETYPE_TOSS; //pev->flags &= ~FL_ONGROUND; //pev->origin.z += 2.0f; //pev->velocity = g_vecAttackDir * -1.0f; //pev->velocity = pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f ); } BOOL CBaseMonster::ShouldGibMonster( int iGib ) { #ifdef MOBILE_HACKS if( g_iModType == MOD_AOM ) return FALSE; #endif // MOBILE_HACKS if( ( iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE ) || ( iGib == GIB_ALWAYS ) ) return TRUE; return FALSE; } void CBaseMonster::CallGibMonster( void ) { BOOL fade = FALSE; if( HasHumanGibs() ) { if( CVAR_GET_FLOAT( "violence_hgibs" ) == 0.0f ) fade = TRUE; } else if( HasAlienGibs() ) { if( CVAR_GET_FLOAT( "violence_agibs" ) == 0.0f ) fade = TRUE; } pev->takedamage = DAMAGE_NO; pev->solid = SOLID_NOT;// do something with the body. while monster blows up if( fade ) { FadeMonster(); } else { pev->effects = EF_NODRAW; // make the model invisible. GibMonster(); } pev->deadflag = DEAD_DEAD; FCheckAITrigger(); // don't let the status bar glitch for players.with <0 health. if( pev->health < -99 ) { pev->health = 0; } if( ShouldFadeOnDeath() && !fade ) UTIL_Remove( this ); } /* ============ Killed ============ */ void CBaseMonster::Killed( entvars_t *pevAttacker, int iGib ) { //unsigned int cCount = 0; //BOOL fDone = FALSE; if( HasMemory( bits_MEMORY_KILLED ) ) { if( ShouldGibMonster( iGib ) ) CallGibMonster(); return; } Remember( bits_MEMORY_KILLED ); // clear the deceased's sound channels.(may have been firing or reloading when killed) EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/null.wav", 1, 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; } // // fade out - slowly fades a entity out, then removes it. // // DON'T USE ME FOR GIBS AND STUFF IN MULTIPLAYER! // SET A FUTURE THINK AND A RENDERMODE!! void CBaseEntity::SUB_StartFadeOut( void ) { if( pev->rendermode == kRenderNormal ) { pev->renderamt = 255; 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( void ) { if( pev->renderamt > 7 ) { pev->renderamt -= 7; pev->nextthink = gpGlobals->time + 0.1f; } else { pev->renderamt = 0; pev->nextthink = gpGlobals->time + 0.2f; SetThink( &CBaseEntity::SUB_Remove ); } } //========================================================= // WaitTillLand - in order to emit their meaty scent from // the proper location, gibs should wait until they stop // bouncing to emit their scent. That's what this function // does. //========================================================= void CGib::WaitTillLand( void ) { if( !IsInWorld() ) { UTIL_Remove( this ); return; } if( pev->velocity == g_vecZero ) { SetThink( &CBaseEntity::SUB_StartFadeOut ); pev->nextthink = gpGlobals->time + m_lifeTime; // If you bleed, you stink! if( m_bloodColor != DONT_BLEED ) { // ok, start stinkin! CSoundEnt::InsertSound( bits_SOUND_MEAT, pev->origin, 384, 25 ); } } else { // wait and check again in another half second. pev->nextthink = gpGlobals->time + 0.5f; } } // // Gib bounces on the ground or wall, sponges some blood down, too! // void CGib::BounceGibTouch( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; //if( RANDOM_LONG( 0, 1 ) ) // return;// don't bleed everytime if( pev->flags & FL_ONGROUND ) { pev->velocity = pev->velocity * 0.9f; pev->angles.x = 0.0f; pev->angles.z = 0.0f; pev->avelocity.x = 0.0f; pev->avelocity.z = 0.0f; } else { if( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) { vecSpot = pev->origin + Vector( 0.0f, 0.0f, 8.0f );//move up a bit, and trace down. UTIL_TraceLine( vecSpot, vecSpot + Vector( 0.0f, 0.0f, -24.0f ), ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, m_bloodColor ); m_cBloodDecals--; } if( m_material != matNone && RANDOM_LONG( 0, 2 ) == 0 ) { float volume; float zvel = fabs( pev->velocity.z ); volume = 0.8f * Q_min( 1.0f, zvel / 450.0f ); 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 + 10.0f; if( !FClassnameIs( pOther->pev, "worldspawn" ) ) { pev->nextthink = gpGlobals->time; return; } UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 32.0f, ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, m_bloodColor ); pev->velocity = tr.vecPlaneNormal * -1.0f; pev->angles = UTIL_VecToAngles( pev->velocity ); pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } // // Throw a chunk // void CGib::Spawn( const char *szGibModel ) { pev->movetype = MOVETYPE_BOUNCE; pev->friction = 0.55f; // deading the bounce a bit // 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; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap pev->classname = MAKE_STRING( "gib" ); 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; SetThink( &CGib::WaitTillLand ); SetTouch( &CGib::BounceGibTouch ); m_material = matNone; m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain). } // take health int CBaseMonster::TakeHealth( float flHealth, int bitsDamageType ) { if( !pev->takedamage ) 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 ); } /* ============ TakeDamage 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. GLOBALS ASSUMED SET: g_iSkillLevel ============ */ int CBaseMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { float flTake; Vector vecDir; if( !pev->takedamage ) return 0; if( !IsAlive() ) { return DeadTakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } if( pev->deadflag == DEAD_NO ) { // no pain sound during death animation. PainSound();// "Ouch!" } //!!!LATER - make armor consideration here! flTake = flDamage; // set damage type sustained m_bitsDamageType |= bitsDamageType; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); if( !FNullEnt( pevInflictor ) ) { CBaseEntity *pInflictor = CBaseEntity::Instance( pevInflictor ); if( pInflictor ) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); 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; // check for godmode or invincibility if( pev->flags & FL_GODMODE ) { return 0; } } // if this is a player, move him around! if( ( !FNullEnt( pevInflictor ) ) && ( pev->movetype == MOVETYPE_WALK ) && ( !pevAttacker || pevAttacker->solid != SOLID_TRIGGER ) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } // do the damage pev->health -= flTake; // HACKHACK Don't kill monsters in a script. Let them break their scripts first if( m_MonsterState == MONSTERSTATE_SCRIPT ) { SetConditions( bits_COND_LIGHT_DAMAGE ); return 0; } if( pev->health <= 0 ) { 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; } // react to the damage (get mad) if( ( pev->flags & FL_MONSTER ) && !FNullEnt( pevAttacker ) ) { if( pevAttacker->flags & ( FL_MONSTER | FL_CLIENT ) ) { // only if the attack was a monster or client! // enemy's last known position is somewhere down the vector that the attack came from. if( pevInflictor ) { if( m_hEnemy == 0 || pevInflictor == m_hEnemy->pev || !HasConditions( bits_COND_SEE_ENEMY ) ) { m_vecEnemyLKP = pevInflictor->origin; } } else { m_vecEnemyLKP = pev->origin + ( g_vecAttackDir * 64.0f ); } MakeIdealYaw( m_vecEnemyLKP ); // add pain to the conditions // !!!HACKHACK - fudged for now. Do we want to have a virtual function to determine what is light and // heavy damage per monster class? if( flDamage > 0.0f ) { 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 ) { Vector vecDir; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); if( !FNullEnt( pevInflictor ) ) { CBaseEntity *pInflictor = CBaseEntity::Instance( pevInflictor ); if( pInflictor ) { vecDir = ( pInflictor->Center() - Vector ( 0.0f, 0.0f, 10.0f ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } #if 0// turn this back on when the bounding box issues are resolved. pev->flags &= ~FL_ONGROUND; pev->origin.z += 1.0f; // 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 * 0.1f; } return 1; } float CBaseMonster::DamageForce( float damage ) { float force = damage * ( ( 32.0f * 32.0f * 72.0f ) / ( pev->size.x * pev->size.y * pev->size.z ) ) * 5.0f; if( force > 1000.0f ) { force = 1000.0f; } return force; } // // RadiusDamage - this entity is exploding, or otherwise needs to inflict damage upon entities within a certain range. // // only damage ents that can clearly be seen by the explosion! 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 = 1.0f; int bInWater = ( UTIL_PointContents( vecSrc ) == CONTENTS_WATER ); vecSrc.z += 1.0f;// in case grenade is lying on the ground 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 ) { // houndeyes don't hurt other houndeyes with their attack 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() ) { // the explosion can 'see' this entity, so hurt them! if( tr.fStartSolid ) { // if we're stuck inside them, fixup the position and distance tr.vecEndPos = vecSrc; tr.flFraction = 0.0f; } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff; flAdjustedDamage = flDamage - flAdjustedDamage; if( flAdjustedDamage < 0.0f ) { flAdjustedDamage = 0.0f; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if( tr.flFraction != 1.0f ) { ClearMultiDamage(); pEntity->TraceAttack( pevInflictor, flAdjustedDamage, ( tr.vecEndPos - vecSrc ).Normalize(), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } } void CBaseMonster::RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 2.5f, iClassIgnore, bitsDamageType ); } void CBaseMonster::RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 2.5f, 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. //========================================================= 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 * 0.5f; 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::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::FInViewCone( 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::FVisible( CBaseEntity *pEntity ) { TraceResult tr; Vector vecLookerOrigin; Vector vecTargetOrigin; if( !pEntity ) return FALSE; if( !pEntity->pev ) return FALSE; if( FBitSet( 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; vecLookerOrigin = pev->origin + pev->view_ofs;//look through the caller's 'eyes' vecTargetOrigin = pEntity->EyePosition(); UTIL_TraceLine( vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); if( tr.flFraction != 1.0f ) { return FALSE;// Line of sight is not established } else { return TRUE;// line of sight is valid. } } //========================================================= // FVisible - 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; vecLookerOrigin = EyePosition();//look through the caller's 'eyes' UTIL_TraceLine( vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); if( tr.flFraction != 1.0f ) { return FALSE;// Line of sight is not established } else { return TRUE;// line of sight is valid. } } /* ================ TraceAttack ================ */ void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4.0f; if( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); if( blood != DONT_BLEED ) { SpawnBlood( vecOrigin, blood, flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); } } } /* //========================================================= // TraceAttack //========================================================= void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4.0f; ALERT( at_console, "%d\n", ptr->iHitgroup ); if( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); if( blood != DONT_BLEED ) { SpawnBlood( vecOrigin, blood, flDamage );// a little surface blood. } } } */ //========================================================= // TraceAttack //========================================================= void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if( pev->takedamage ) { m_LastHitGroup = ptr->iHitgroup; switch( ptr->iHitgroup ) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: flDamage *= gSkillData.monHead; break; case HITGROUP_CHEST: flDamage *= gSkillData.monChest; break; case HITGROUP_STOMACH: flDamage *= gSkillData.monStomach; break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= gSkillData.monArm; break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= gSkillData.monLeg; break; default: break; } SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ 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 = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; if( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves 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( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); z = x * x + y * y; } while (z > 1); Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( pev )/*pentIgnore*/, &tr ); tracer = 0; if( iTracerFreq != 0 && ( tracerCount++ % iTracerFreq ) == 0 ) { Vector vecTracerSrc; if( IsPlayer() ) { // adjust tracer position for player vecTracerSrc = vecSrc + Vector( 0.0f, 0.0f, -4.0f ) + gpGlobals->v_right * 2.0f + gpGlobals->v_forward * 16.0f; } else { vecTracerSrc = vecSrc; } if( iTracerFreq != 1 ) // guns that always trace also always decal tracer = 1; switch( iBulletType ) { case BULLET_MONSTER_MP5: case BULLET_MONSTER_9MM: case BULLET_MONSTER_12MM: default: 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(); break; } } // 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 ); } else switch( iBulletType ) { default: case BULLET_MONSTER_9MM: pEntity->TraceAttack( pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); break; case BULLET_MONSTER_MP5: pEntity->TraceAttack( pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); 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 ); } break; case BULLET_NONE: // FIX pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); // only decal glass if( !FNullEnt( tr.pHit ) && VARS( tr.pHit )->rendermode != 0 ) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (int)( ( flDistance * tr.flFraction ) / 64.0f ) ); } ApplyMultiDamage( pev, pevAttacker ); } /* ================ FireBullets 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::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand ) { static int tracerCount; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; float x = 0.0f, y = 0.0f; float z; if( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for( ULONG iShot = 1; iShot <= cShots; iShot++ ) { //Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5f, 0.5f ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5f, 0.5f ); y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5f, 0.5f ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5f, 0.5f ); //z = x * x + y * y; Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( pev )/*pentIgnore*/, &tr ); // 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 ); } else switch( iBulletType ) { default: case BULLET_PLAYER_9MM: pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET ); break; case BULLET_PLAYER_MP5: pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET ); break; case BULLET_PLAYER_BUCKSHOT: // make distance based! pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET ); break; case BULLET_PLAYER_357: pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET ); break; case BULLET_NONE: // FIX pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); // only decal glass if( !FNullEnt( tr.pHit ) && VARS( tr.pHit )->rendermode != 0 ) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (int)( ( flDistance * tr.flFraction ) / 64.0f ) ); } ApplyMultiDamage( pev, pevAttacker ); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); } void CBaseEntity::TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if( BloodColor() == DONT_BLEED ) return; if( flDamage == 0 ) 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( !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--; } } */ 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++ ) { vecTraceDir = vecDir * -1.0f;// trace in the opposite direction the shot came from (the direction the shot is going) 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 ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } } } //========================================================= //========================================================= void CBaseMonster::MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const 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 * 172.0f, ignore_monsters, ENT( pev ), &Bloodtr ); /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( ptr->vecEndPos.x ); WRITE_COORD( ptr->vecEndPos.y ); WRITE_COORD( ptr->vecEndPos.z ); WRITE_COORD( Bloodtr.vecEndPos.x ); WRITE_COORD( Bloodtr.vecEndPos.y ); WRITE_COORD( Bloodtr.vecEndPos.z ); MESSAGE_END(); */ if( Bloodtr.flFraction != 1.0f ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } } }