NS/main/source/dlls/combat.cpp
2014-12-16 14:36:27 +01:00

1914 lines
51 KiB
C++

/***
*
* 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() );
}
}
}