Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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"
#include "../engine/studio.h" //LRC
#include "game.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 )
{
if( g_Language == LANGUAGE_GERMAN )
SpawnHeadGib(pevVictim, "models/germangibs.mdl" );// throw one head
else
SpawnHeadGib(pevVictim, "models/hgibs.mdl" );
}
void CGib :: SpawnHeadGib( entvars_t *pevVictim, const char* szGibModel )
{
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( szGibModel );// 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 )
{
if ( g_Language == LANGUAGE_GERMAN )
SpawnRandomGibs(pevVictim, cGibs, 1, "models/germangibs.mdl");
else if (human)
SpawnRandomGibs(pevVictim, cGibs, 1, "models/hgibs.mdl");
else
SpawnRandomGibs(pevVictim, cGibs, 0, "models/agibs.mdl");
}
//LRC - changed signature, to support custom gib models
void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel )
{
if (cGibs == 0) return; // spawn nothing!
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( szGibModel );
//LRC - check the model itself to find out how many gibs are available
studiohdr_t *pstudiohdr = (studiohdr_t *)(GET_MODEL_PTR( ENT(pGib->pev) ));
if (! pstudiohdr)
return;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex);
//ALERT(at_console, "read %d bodyparts, canonical is %d\n", pbodypart->nummodels, HUMAN_GIB_COUNT);
for (int cSplat = 0 ; cSplat < cGibs ; cSplat++ )
{
if (pGib == NULL) // first time through, we set pGib before the loop started
{
pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( szGibModel );
}
if (notfirst)
pGib->pev->body = RANDOM_LONG(1, pbodypart->nummodels - 1);// start at one to avoid throwing random amounts of skulls (0th gib)
else
pGib->pev->body = RANDOM_LONG(0, pbodypart->nummodels - 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();
pGib = NULL; //LRC
}
}
//LRC - work out gibs from blood colour, instead of from class.
BOOL CBaseMonster::HasHumanGibs( void )
{
int myClass = Classify();
// these types of monster don't use gibs
if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE ||
( myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON ) )
{
return FALSE;
}
else
{
return (this->m_bloodColor == BLOOD_COLOR_RED);
}
// if ( myClass == CLASS_HUMAN_MILITARY ||
// myClass == CLASS_PLAYER_ALLY ||
// myClass == CLASS_HUMAN_PASSIVE ||
// myClass == CLASS_PLAYER )
//
// return TRUE;
//
// return FALSE;
}
//LRC - work out gibs from blood colour, instead.
BOOL CBaseMonster::HasAlienGibs( void )
{
int myClass = Classify();
// these types of monster don't use gibs
if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE ||
( myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON ) )
{
return FALSE;
}
else
{
return (this->m_bloodColor == BLOOD_COLOR_GREEN);
}
// 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;
int iszCustomGibs;
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM );
if ( ( iszCustomGibs = HasCustomGibs() ) ) //LRC - monster_generic can have a custom gibset
{
if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )
{
CGib::SpawnHeadGib( pev, STRING(iszCustomGibs) );
CGib::SpawnRandomGibs( pev, 4, 1, STRING(iszCustomGibs) );
}
gibbed = TRUE;
}
// only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs
else 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(&CBaseMonster :: SUB_Remove );
SetNextThink( 0 );
}
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;
if (corpsephysics.value &&
// affect only dying monsters, not initially dead ones
m_IdealMonsterState == MONSTERSTATE_DEAD)
{
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 )
{
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;
SetNextThink( 0.1f );
SetThink( &CBaseEntity::SUB_FadeOut );
}
void CBaseEntity::SUB_FadeOut( void )
{
if( pev->renderamt > 7 )
{
pev->renderamt -= 7;
SetNextThink( 0.1f );
}
else
{
pev->renderamt = 0;
SetNextThink( 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(&CGib ::SUB_StartFadeOut);
SetNextThink( 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.
SetNextThink( 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( &CGib::SUB_Remove );
SetNextThink( 10 );
if( !FClassnameIs( pOther->pev, "worldspawn" ) )
{
SetNextThink( 0 );
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_TRIGGER; //LRC - so that they don't get in each other's way when we fire lots
// 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 ) );
SetNextThink( 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 ) )
{
//LRC - new behaviours, for m_iPlayerReact.
if (pevAttacker->flags & FL_CLIENT)
{
if (m_iPlayerReact == 2)
{
// just get angry.
Remember( bits_MEMORY_PROVOKED );
}
else if (m_iPlayerReact == 3)
{
// try to decide whether it was deliberate... if I have an enemy, assume it was just crossfire.
if ( m_hEnemy == 0 )
{
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || UTIL_IsFacing( pevAttacker, pev->origin ) )
Remember( bits_MEMORY_PROVOKED );
else
Remember( bits_MEMORY_SUSPICIOUS );
}
}
}
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 && tr.pHit != ENT( pEntity->pev ) ) //LRC - added so that monsters can "see" some bsp objects
{
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
UTIL_MuzzleLight( vecSrc, 200.0f, 220, 220, 220, 0.1f, 100.0f );
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_PLAYER_357:
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgRevolver, 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
UTIL_MuzzleLight( vecSrc, 200.0f, 220, 220, 220, 0.1f, 100.0f );
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 | DMG_NEVERGIB );
TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType );
DecalGunshot( &tr, iBulletType );
}
else switch( iBulletType )
{
default:
case BULLET_PLAYER_9MM:
pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgGlock, vecDir, &tr, DMG_BULLET );
break;
case BULLET_PLAYER_MP5:
pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5K, 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.plrDmgRevolver, 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() );
}
}
}