2018-04-22 15:55:55 +00:00
/***
*
* Copyright ( c ) 1999 , 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
*/
//
// $Workfile: combat.cpp $
// $Date: 2002/11/22 23:26:35 $
//
//-------------------------------------------------------------------------------
// $Log: combat.cpp,v $
// Revision 1.19 2002/11/22 23:26:35 Flayra
// - Skulks had to aim too high to hit structures, so trying this approach to fixing the melee in vents bug
//
// Revision 1.18 2002/11/22 21:09:50 Flayra
// - Explosion fixes (oops!)
// - Fix melee when in vents (I think)
//
// Revision 1.17 2002/11/13 01:49:33 Flayra
// - Proper death message logging for Psychostats
//
// Revision 1.16 2002/11/12 02:18:08 Flayra
// - Pass on inflictor properly for standard logging
//
// Revision 1.15 2002/11/06 01:36:16 Flayra
// - Allow scalar to apply to damage from gamerules (used for friendly fire)
//
// Revision 1.14 2002/10/03 18:26:36 Flayra
// - Removed all pushback and forces when doing damage to players
//
// Revision 1.13 2002/08/16 02:25:21 Flayra
// - New damage types
//
// Revision 1.12 2002/07/10 14:36:13 Flayra
// - Removed major cause of lag: redundant server-side decals. Also removed duplicate texture sound.
//
// Revision 1.11 2002/07/08 16:40:05 Flayra
// - Fix bug where melee attacks couldn't aim up or down, reworked bullet firing to add random spread (bug #236)
//
//===============================================================================
# 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 "../mod/AvHPlayer.h"
# include "../mod/AvHGamerules.h"
# include "../mod/AvHServerUtil.h"
# include "../mod/AvHAlienWeaponConstants.h"
# include "../mod/AvHTurret.h"
# include "../mod/AvHServerVariables.h"
//#include "../mod/AvHMovementUtil.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 > 1500.0 )
pev - > velocity = pev - > velocity . Normalize ( ) * 1500 ; // 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 , 3 ) ;
pGib - > pev - > origin . y = vecOrigin . y + RANDOM_FLOAT ( - 3 , 3 ) ;
pGib - > pev - > origin . z = vecOrigin . z + RANDOM_FLOAT ( - 3 , 3 ) ;
/*
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 ;
// mix in some noise
pGib - > pev - > velocity . x + = RANDOM_FLOAT ( - 0.15 , 0.15 ) ;
pGib - > pev - > velocity . y + = RANDOM_FLOAT ( - 0.15 , 0.15 ) ;
pGib - > pev - > velocity . z + = RANDOM_FLOAT ( - 0.15 , 0.15 ) ;
pGib - > pev - > velocity = pGib - > pev - > velocity * 900 ;
pGib - > pev - > avelocity . x = RANDOM_FLOAT ( 250 , 400 ) ;
pGib - > pev - > avelocity . y = RANDOM_FLOAT ( 250 , 400 ) ;
// copy owner's blood color
pGib - > m_bloodColor = ( CBaseEntity : : Instance ( pevVictim ) ) - > BloodColor ( ) ;
if ( pevVictim - > health > - 50 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 0.7 ;
}
else if ( pevVictim - > health > - 200 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 2 ;
}
else
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 4 ;
}
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 ;
pGib - > pev - > velocity . z + = 100 ;
}
else
{
pGib - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
}
pGib - > pev - > avelocity . x = RANDOM_FLOAT ( 100 , 200 ) ;
pGib - > pev - > avelocity . y = RANDOM_FLOAT ( 100 , 300 ) ;
// copy owner's blood color
pGib - > m_bloodColor = ( CBaseEntity : : Instance ( pevVictim ) ) - > BloodColor ( ) ;
if ( pevVictim - > health > - 50 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 0.7 ;
}
else if ( pevVictim - > health > - 200 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 2 ;
}
else
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 4 ;
}
}
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 , 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 ) ) + 1 ; // 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 ;
// mix in some noise
pGib - > pev - > velocity . x + = RANDOM_FLOAT ( - 0.25 , 0.25 ) ;
pGib - > pev - > velocity . y + = RANDOM_FLOAT ( - 0.25 , 0.25 ) ;
pGib - > pev - > velocity . z + = RANDOM_FLOAT ( - 0.25 , 0.25 ) ;
pGib - > pev - > velocity = pGib - > pev - > velocity * RANDOM_FLOAT ( 300 , 400 ) ;
pGib - > pev - > avelocity . x = RANDOM_FLOAT ( 100 , 200 ) ;
pGib - > pev - > avelocity . y = RANDOM_FLOAT ( 100 , 300 ) ;
// copy owner's blood color
pGib - > m_bloodColor = ( CBaseEntity : : Instance ( pevVictim ) ) - > BloodColor ( ) ;
if ( pevVictim - > health > - 50 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 0.7 ;
}
else if ( pevVictim - > health > - 200 )
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 2 ;
}
else
{
pGib - > pev - > velocity = pGib - > pev - > velocity * 4 ;
}
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 ( ns_cvar_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 ( ns_cvar_float ( violence_hgibs ) ! = 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 ) ;
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 ) ;
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 > 0.3 )
{
deathActivity = ACT_DIEFORWARD ;
}
else if ( flDot < = - 0.3 )
{
deathActivity = ACT_DIEBACKWARD ;
}
break ;
default :
// try to pick a death based on attack direction
fTriedDirection = TRUE ;
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD ;
}
else if ( flDot < = - 0.3 )
{
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 > 0.3 )
{
deathActivity = ACT_DIEFORWARD ;
}
else if ( flDot < = - 0.3 )
{
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 , dont_ignore_monsters , head_hull , edict ( ) , & tr ) ;
if ( tr . flFraction ! = 1.0 )
{
deathActivity = ACT_DIESIMPLE ;
}
}
if ( deathActivity = = ACT_DIEBACKWARD )
{
// make sure there's room to fall backward
UTIL_TraceHull ( vecSrc , vecSrc - gpGlobals - > v_forward * 64 , dont_ignore_monsters , head_hull , edict ( ) , & tr ) ;
if ( tr . flFraction ! = 1.0 )
{
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 ) ;
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;
//pev->velocity = g_vecAttackDir * -1;
//pev->velocity = pev->velocity * RANDOM_FLOAT( 300, 400 );
}
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 ( ns_cvar_float ( violence_hgibs ) = = 0 )
fade = TRUE ;
}
else if ( HasAlienGibs ( ) )
{
if ( ns_cvar_float ( violence_agibs ) = = 0 )
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 ;
CBaseEntity * theBaseEntity = CBaseEntity : : Instance ( pevAttacker - > owner ) ;
if ( ! theBaseEntity )
{
theBaseEntity = CBaseEntity : : Instance ( pevAttacker ) ;
}
ASSERT ( theBaseEntity ) ;
theBaseEntity - > AwardKill ( this - > pev ) ;
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 + 0.1 ;
SetThink ( & CBaseEntity : : SUB_FadeOut ) ;
}
void CBaseEntity : : SUB_FadeOut ( void )
{
if ( pev - > renderamt > 7 )
{
pev - > renderamt - = 7 ;
pev - > nextthink = gpGlobals - > time + 0.1 ;
}
else
{
pev - > renderamt = 0 ;
pev - > nextthink = gpGlobals - > time + 0.2 ;
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 ) ;
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 + 0.5 ;
}
}
//
// 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 * 0.9 ;
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 )
{
vecSpot = pev - > origin + Vector ( 0 , 0 , 8 ) ; //move up a bit, and trace down.
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 ) = = 0 )
{
float volume ;
float zvel = fabs ( pev - > velocity . z ) ;
volume = 0.8 * min ( 1.0 , ( ( float ) zvel ) / 450.0 ) ;
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 ;
}
UTIL_TraceLine ( pev - > origin , pev - > origin + pev - > velocity * 32 , 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 ;
}
//
// Throw a chunk
//
void CGib : : Spawn ( const char * szGibModel )
{
pev - > movetype = MOVETYPE_BOUNCE ;
pev - > friction = 0.55 ; // 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 ;
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 ;
}
}
// HL: if this is a player, move him around!
// NS: Don't move players
if ( ( ! FNullEnt ( pevInflictor ) ) & & ( pev - > movetype = = MOVETYPE_WALK ) & & ( ! pevAttacker | | pevAttacker - > solid ! = SOLID_TRIGGER ) & & ! IsPlayer ( ) )
{
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 ( ( int ) ( pev - > health ) < = 0 )
{
g_pevLastInflictor = pevInflictor ;
// Removed gibbing, as death animations weren't playing with gibs off
// if ( bitsDamageType & DMG_ALWAYSGIB )
// {
// Killed( pevAttacker, GIB_ALWAYS );
// }
// else if ( bitsDamageType & DMG_NEVERGIB )
// {
Killed ( pevAttacker , GIB_NEVER ) ;
// }
// else
// {
// Killed( pevAttacker, GIB_NORMAL );
// }
// Trigger log message if needed
// AvHPlayer* theDeadPlayer = dynamic_cast<AvHPlayer*>(this);
// AvHPlayer* theAttackingPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(ENT(pevAttacker)));
// const char* inWeaponName = STRING(pevInflictor->classname);
// if(theDeadPlayer && theAttackingPlayer && inWeaponName)
// {
// theDeadPlayer->LogPlayerKilledPlayer(theAttackingPlayer, inWeaponName);
// }
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 = = 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 ) ;
// 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 )
{
SetConditions ( bits_COND_LIGHT_DAMAGE ) ;
}
if ( flDamage > = 20 )
{
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 , 0 , 10 ) - 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 ;
// 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 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 ;
}
//
// 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 inDamage , float flRadius , int iClassIgnore , int bitsDamageType )
{
CBaseEntity * pEntity = NULL ;
TraceResult tr ;
float flAdjustedDamage , falloff ;
Vector vecSpot ;
if ( flRadius )
falloff = inDamage / flRadius ;
else
falloff = 1.0 ;
int bInWater = ( UTIL_PointContents ( vecSrc ) = = CONTENTS_WATER ) ;
vecSrc . z + = 1 ; // 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 )
{
// NOTE: Should this be inflictor or attacker?
CBaseEntity * theInflictingEntity = CBaseEntity : : Instance ( pevInflictor ) ;
CBaseEntity * theAttackingEntity = CBaseEntity : : Instance ( pevAttacker ) ;
float theScalar = 1.0f ;
bool aCanDamage = GetGameRules ( ) - > CanEntityDoDamageTo ( theAttackingEntity , pEntity , & theScalar ) | | theInflictingEntity - > pev - > classname = = MAKE_STRING ( kwsDeployedMine ) ; ;
bool iCanDamage = GetGameRules ( ) - > CanEntityDoDamageTo ( theInflictingEntity , pEntity , & theScalar ) ;
if ( pEntity & & ( aCanDamage & & iCanDamage ) )
{
// Multiply damage by scalar for tourny mode, etc.
float theDamage = inDamage * theScalar ;
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 ) ;
// Clear pevInflictor's owner temporarily so it can apply damage to it
edict_t * theInflictorOwner = pevInflictor - > owner ;
pevInflictor - > owner = NULL ;
UTIL_TraceLine ( vecSrc , vecSpot , dont_ignore_monsters , ENT ( pevInflictor ) , & tr ) ;
// Restore owner
pevInflictor - > owner = theInflictorOwner ;
if ( tr . flFraction = = 1.0 | | 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 = 0.0 ;
}
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = ( vecSrc - tr . vecEndPos ) . Length ( ) * falloff ;
flAdjustedDamage = theDamage - flAdjustedDamage ;
if ( flAdjustedDamage > 0 )
{
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 * 2.5 , 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 * 2.5 , iClassIgnore , bitsDamageType ) ;
}
int CBaseMonster : : GetHull ( ) const
{
return head_hull ;
}
//=========================================================
// 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 , float & ioDamage , int iDmgType )
{
Vector vecStart = pev - > origin ;
if ( this - > IsPlayer ( ) )
{
// Melee attacks always originate where the view is
vecStart . x + = this - > pev - > view_ofs . x ;
vecStart . y + = this - > pev - > view_ofs . y ;
vecStart . z + = this - > pev - > view_ofs . z ;
}
if ( IsPlayer ( ) )
UTIL_MakeVectors ( pev - > v_angle ) ;
else
UTIL_MakeAimVectors ( pev - > angles ) ;
//AvHSUPlayParticleEvent("JetpackEffect", this->edict(), vecStart);
// First do a tracehull. If that misses, try three tracelines (dead-on center, then randomly left and randomly right).
bool theHitTarget = false ;
for ( int i = 0 ; ( i < 4 ) & & ! theHitTarget ; i + + )
{
const float kAmount = 0.4f ;
float theXAmount = 0.0f ;
if ( i = = 2 )
{
theXAmount = kAmount ;
}
else if ( i = = 3 )
{
theXAmount = - kAmount ;
}
Vector vecDir = gpGlobals - > v_forward + theXAmount * gpGlobals - > v_right ;
vecDir . Normalize ( ) ;
Vector vecEnd = vecStart + ( vecDir * flDist ) ;
TraceResult tr ;
if ( i = = 0 )
{
int theOurHull = this - > GetHull ( ) ;
int theHull = AvHSUGetValveHull ( theOurHull ) ;
UTIL_TraceHull ( vecStart , vecEnd , dont_ignore_monsters , theHull , this - > edict ( ) , & tr ) ;
}
else
{
//AvHSUPlayParticleEvent("JetpackEffect", this->edict(), vecEnd);
UTIL_TraceLine ( vecStart , vecEnd , dont_ignore_monsters , dont_ignore_glass , ENT ( this - > pev ) , & tr ) ;
}
if ( tr . pHit )
{
CBaseEntity * pEntity = CBaseEntity : : Instance ( tr . pHit ) ;
if ( ioDamage > 0 )
{
float theScalar = 1.0f ;
if ( GetGameRules ( ) - > CanEntityDoDamageTo ( this , pEntity , & theScalar ) )
{
theHitTarget = true ;
// Multiply damage by scalar for tourny mode, etc.
ioDamage * = theScalar ;
entvars_t * theInflictor = this - > pev ;
AvHPlayer * thePlayer = dynamic_cast < AvHPlayer * > ( this ) ;
if ( thePlayer )
{
AvHBasePlayerWeapon * theBasePlayerWeapon = dynamic_cast < AvHBasePlayerWeapon * > ( thePlayer - > m_pActiveItem ) ;
if ( theBasePlayerWeapon )
{
theInflictor = theBasePlayerWeapon - > pev ;
}
}
pEntity - > TakeDamage ( theInflictor , pev , ioDamage , iDmgType ) ;
// Spawn blood
if ( ioDamage > 0.0f )
{
// a little surface blood.
SpawnBlood ( tr . vecEndPos , pEntity - > BloodColor ( ) , ioDamage ) ;
// on the wall/floor (don't play because blood decal is green)
//TraceBleed(ioDamage, vecDir, &tr, 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 ( FBitSet ( pEntity - > pev - > flags , FL_NOTARGET ) )
return FALSE ;
// don't look through water //edit by Elven Thief to prevent bug #728
// if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3)
// || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0))
// return FALSE;
vecLookerOrigin = this - > EyePosition ( ) ; //look through the caller's 'eyes'
vecTargetOrigin = pEntity - > EyePosition ( ) ;
return AvHCheckLineOfSight ( vecLookerOrigin , vecTargetOrigin , ENT ( pev ) ) ;
}
//=========================================================
// 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'
return AvHCheckLineOfSight ( vecLookerOrigin , vecOrigin , ENT ( pev ) ) ;
}
/*
= = = = = = = = = = = = = = = =
TraceAttack
= = = = = = = = = = = = = = = =
*/
void CBaseEntity : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
Vector vecOrigin = ptr - > vecEndPos - vecDir * 4 ;
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 ;
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 , int inDamageType )
{
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 = inDamageType ;
for ( ULONG iShot = 1 ; iShot < = cShots ; iShot + + )
{
// get circular gaussian spread
float x , y , z ;
do {
x = RANDOM_FLOAT ( - 0.5 , 0.5 ) + RANDOM_FLOAT ( - 0.5 , 0.5 ) ;
y = RANDOM_FLOAT ( - 0.5 , 0.5 ) + RANDOM_FLOAT ( - 0.5 , 0.5 ) ;
z = x * x + y * y ;
} while ( z > 1 ) ;
Vector vecDir = 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);
bool theProtected = false ;
AvHSUServerTraceBullets ( vecSrc , vecEnd , dont_ignore_monsters , ENT ( pev ) , tr , theProtected ) ;
CBaseEntity * theEntityHit = CBaseEntity : : Instance ( tr . pHit ) ;
if ( theProtected & & theEntityHit )
{
// : experiment
EMIT_SOUND ( theEntityHit - > edict ( ) , CHAN_AUTO , kUmbraBlockedSound , 1.0f , ATTN_NORM ) ;
// :
}
else
{
tracer = 0 ;
if ( iTracerFreq ! = 0 & & ( tracerCount + + % iTracerFreq ) = = 0 )
{
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 ;
}
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 ! = 1.0 )
{
float theScalar = 1.0f ;
if ( theEntityHit & & GetGameRules ( ) - > CanEntityDoDamageTo ( this , theEntityHit , & theScalar ) )
{
// Multiply damage by scalar for tourny mode, etc.
iDamage * = theScalar ;
if ( iDamage )
{
theEntityHit - > TraceAttack ( pevAttacker , iDamage , vecDir , & tr , DMG_BULLET | ( ( iDamage > 16 ) ? DMG_ALWAYSGIB : DMG_NEVERGIB ) ) ;
TEXTURETYPE_PlaySound ( & tr , vecSrc , vecEnd , iBulletType ) ;
DecalGunshot ( & tr , iBulletType ) ;
//DecalGunshot( &tr, 0 );
}
else switch ( iBulletType )
{
default :
case BULLET_MONSTER_9MM :
theEntityHit - > TraceAttack ( pevAttacker , gSkillData . monDmg9MM , vecDir , & tr , DMG_BULLET ) ;
TEXTURETYPE_PlaySound ( & tr , vecSrc , vecEnd , iBulletType ) ;
DecalGunshot ( & tr , iBulletType ) ;
break ;
case BULLET_MONSTER_MP5 :
theEntityHit - > TraceAttack ( pevAttacker , gSkillData . monDmgMP5 , vecDir , & tr , DMG_BULLET ) ;
TEXTURETYPE_PlaySound ( & tr , vecSrc , vecEnd , iBulletType ) ;
DecalGunshot ( & tr , iBulletType ) ;
break ;
case BULLET_MONSTER_12MM :
theEntityHit - > TraceAttack ( pevAttacker , gSkillData . monDmg12MM , vecDir , & tr , DMG_BULLET ) ;
if ( ! tracer )
{
TEXTURETYPE_PlaySound ( & tr , vecSrc , vecEnd , iBulletType ) ;
DecalGunshot ( & tr , iBulletType ) ;
}
break ;
case BULLET_NONE : // FIX
theEntityHit - > 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 , ( flDistance * tr . flFraction ) / 64.0 ) ;
}
}
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 ;
entvars_t * theInflictor = this - > pev ;
//float x, y, z;
if ( pevAttacker = = NULL )
pevAttacker = pev ; // the default attacker is ourselves
int theDamageType = DMG_BULLET ;
bool isShotgun = false ;
AvHPlayer * thePlayer = dynamic_cast < AvHPlayer * > ( this ) ;
if ( thePlayer & & thePlayer - > m_pActiveItem )
{
AvHBasePlayerWeapon * theBasePlayerWeapon = dynamic_cast < AvHBasePlayerWeapon * > ( thePlayer - > m_pActiveItem ) ;
if ( theBasePlayerWeapon )
{
theDamageType = theBasePlayerWeapon - > GetDamageType ( ) ;
theInflictor = theBasePlayerWeapon - > pev ;
}
AvHSonicGun * theSonicGun = dynamic_cast < AvHSonicGun * > ( thePlayer - > m_pActiveItem ) ;
if ( theSonicGun )
{
isShotgun = true ;
}
}
else
{
AvHTurret * theTurret = dynamic_cast < AvHTurret * > ( this ) ;
if ( theTurret )
{
theDamageType = theTurret - > GetDamageType ( ) ;
}
}
ClearMultiDamage ( ) ;
gMultiDamage . type = theDamageType ;
for ( ULONG iShot = 1 ; iShot < = cShots ; iShot + + )
{
//Use player's random seed.
// get circular gaussian spread
//x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
//y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
//z = x * x + y * y;
//
//Vector vecDir = vecDirShooting +
// x * vecSpread.x * vecRight +
// y * vecSpread.y * vecUp;
Vector vecDir ;
// : 0000973
// added inner cone for half of the shots
if ( isShotgun )
{
vecSpread = kSGInnerSpread ;
Vector vecMinSpread ;
if ( ( iShot > ( cShots / 3 ) ) & & ( iShot < ( cShots * 2 / 3 ) ) )
{
vecSpread = kSGMidSpread ;
vecMinSpread = kSGInnerSpread ;
vecDir = UTIL_GetRandomSpreadDirFrom ( shared_rand , iShot , vecDirShooting , vecRight , vecUp , vecSpread , vecMinSpread ) ;
}
else
if ( ( iShot > ( cShots * 2 / 3 ) ) )
{
vecMinSpread = kSGMidSpread ;
vecDir = UTIL_GetRandomSpreadDirFrom ( shared_rand , iShot , vecDirShooting , vecRight , vecUp , vecSpread , vecMinSpread ) ;
}
else
{
vecSpread = kSGInnerSpread ;
vecDir = UTIL_GetRandomSpreadDir ( shared_rand , iShot , vecDirShooting , vecRight , vecUp , vecSpread ) ;
}
}
// :
else
{
vecDir = UTIL_GetRandomSpreadDir ( shared_rand , iShot , vecDirShooting , vecRight , vecUp , vecSpread ) ;
}
Vector vecEnd ;
vecEnd = vecSrc + vecDir * flDistance ;
//UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);
bool theProtected = false ;
AvHSUServerTraceBullets ( vecSrc , vecEnd , dont_ignore_monsters , ENT ( pev ) , tr , theProtected ) ;
CBaseEntity * theEntityHit = CBaseEntity : : Instance ( tr . pHit ) ;
if ( theProtected )
{
// : experiment
EMIT_SOUND ( theEntityHit - > edict ( ) , CHAN_AUTO , kUmbraBlockedSound , 1.0f , ATTN_NORM ) ;
// :
}
else
{
// do damage, paint decals
if ( tr . flFraction ! = 1.0 )
{
float theScalar = 1.0f ;
if ( GetGameRules ( ) - > CanEntityDoDamageTo ( thePlayer , theEntityHit , & theScalar ) )
{
int theAdjustedDamage = iDamage * theScalar ;
if ( theAdjustedDamage )
{
// : 0000973
// removed shotgun fallof
//if ( isShotgun && !( theEntityHit->pev->iuser3 & AVH_USER3_BREAKABLE) )
//{
// float distance=fabs((vecSrc - theEntityHit->pev->origin).Length());
// if ( distance > BALANCE_VAR(kShotgunDamageRange) )
// {
// float fallOffDistance=distance-BALANCE_VAR(kShotgunDamageRange);
// float fallOff=max(0.0, 1.0f-(fallOffDistance/(kSGRange/2)));
// theAdjustedDamage*=fallOff;
// }
//}
// :
if ( theAdjustedDamage ) {
theEntityHit - > TraceAttack ( pevAttacker , theAdjustedDamage , vecDir , & tr , theDamageType | ( ( theAdjustedDamage > 16 ) ? DMG_ALWAYSGIB : DMG_NEVERGIB ) ) ;
}
// TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
// DecalGunshot( &tr, iBulletType );
}
}
}
// make bullet trails
UTIL_BubbleTrail ( vecSrc , tr . vecEndPos , ( flDistance * tr . flFraction ) / 64.0 ) ;
}
}
ApplyMultiDamage ( theInflictor , pevAttacker ) ;
//return Vector( (float)(x * vecSpread.x), (float)(y * vecSpread.y), 0.0f );
return vecSpread ;
}
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 )
{
flNoise = 0.1 ;
cCount = 1 ;
}
else if ( flDamage < 25 )
{
flNoise = 0.2 ;
cCount = 2 ;
}
else
{
flNoise = 0.3 ;
cCount = 4 ;
}
for ( i = 0 ; i < cCount ; i + + )
{
vecTraceDir = vecDir * - 1 ; // 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 , ignore_monsters , ENT ( pev ) , & Bloodtr ) ;
if ( Bloodtr . flFraction ! = 1.0 )
{
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 , 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 ! = 1.0 )
{
UTIL_BloodDecalTrace ( & Bloodtr , BloodColor ( ) ) ;
}
}
}