/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== combat.cpp ======================================================== functions dealing with damage infliction & death */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" #include "decals.h" #include "animation.h" #include "weapons.h" #include "func_break.h" #include "player.h" #include "gamerules.h" #include "thewastes.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 ( 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 ( CVAR_GET_FLOAT("violence_hgibs") != 0 ) // Only the player will ever get here { CGib::SpawnHeadGib( pev ); CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs. } gibbed = TRUE; } else if ( HasAlienGibs() ) { if ( CVAR_GET_FLOAT("violence_agibs") != 0 ) // Should never get here, but someone might call it directly { CGib::SpawnRandomGibs( pev, 4, 0 ); // Throw alien gibs } gibbed = TRUE; } if ( !IsPlayer() ) { if ( gibbed ) { // don't remove players! SetThink ( 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 ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) fade = TRUE; } else if ( HasAlienGibs() ) { if ( CVAR_GET_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; 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 ( 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 ( 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 (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 ( 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 ( WaitTillLand ); SetTouch ( 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 ) && !(bitsDamageType & (DMG_CLUB|DMG_SHOCK))) { CBasePlayer *pInflictor = (CBasePlayer*)CBasePlayer :: Instance( pevInflictor ); if (pInflictor) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } // add to the damage total for clients, which will be sent as a single // message at the end of the frame // todo: remove after combining shotgun blasts? if ( IsPlayer() ) { if ( pevInflictor ) pev->dmg_inflictor = ENT(pevInflictor); pev->dmg_take += flTake; // check for godmode or invincibility if ( pev->flags & FL_GODMODE ) return 0; } // if this is a player, move him around! if ( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK) && (!pevAttacker || pevAttacker->solid != SOLID_TRIGGER) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } // do the damage pev->health -= flTake; // HACKHACK Don't kill monsters in a script. Let them break their scripts first if ( m_MonsterState == MONSTERSTATE_SCRIPT ) { SetConditions( bits_COND_LIGHT_DAMAGE ); return 0; } if ( pev->health <= 0 ) { g_pevLastInflictor = pevInflictor; if ( bitsDamageType & DMG_ALWAYSGIB ) { Killed( pevAttacker, GIB_ALWAYS ); } else if ( bitsDamageType & DMG_NEVERGIB ) { Killed( pevAttacker, GIB_NEVER ); } else { Killed( pevAttacker, GIB_NORMAL ); } g_pevLastInflictor = NULL; return 0; } // react to the damage (get mad) if ( (pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker) ) { if ( pevAttacker->flags & (FL_MONSTER | FL_CLIENT) ) {// only if the attack was a monster or client! // enemy's last known position is somewhere down the vector that the attack came from. if (pevInflictor) { if (m_hEnemy == 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 flDamage, float flRadius, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if ( flRadius ) falloff = flDamage / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER); 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) { if ( pEntity->pev->takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget( vecSrc ); UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr ); if ( tr.flFraction == 1.0 || 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 = flDamage - flAdjustedDamage; if ( flAdjustedDamage < 0 ) { flAdjustedDamage = 0; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if (tr.flFraction != 1.0) { ClearMultiDamage( ); pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } } void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, 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 ); } //========================================================= // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to // the damaged entity in case the monster wishes to do // other stuff to the victim (punchangle, etc) // // Used for many contact-range melee attacks. Bites, claws, etc. //========================================================= CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { TraceResult tr; if (IsPlayer()) UTIL_MakeVectors( pev->angles ); else UTIL_MakeAimVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); if ( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if ( iDamage > 0 ) { pEntity->TakeDamage( pev, pev, iDamage, iDmgType ); } return pEntity; } return NULL; } //========================================================= // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= BOOL CBaseMonster :: 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 if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) return FALSE; vecLookerOrigin = pev->origin + pev->view_ofs;//look through the caller's 'eyes' vecTargetOrigin = pEntity->EyePosition(); UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { return FALSE;// Line of sight is not established } else { return TRUE;// line of sight is valid. } } //========================================================= // FVisible - returns true if a line can be traced from // the caller's eyes to the target vector //========================================================= BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { TraceResult tr; Vector vecLookerOrigin; vecLookerOrigin = EyePosition();//look through the caller's 'eyes' UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { return FALSE;// Line of sight is not established } else { return TRUE;// line of sight is valid. } } /* ================ TraceAttack ================ */ void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue) { 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,int PenetrationValue) { if ( pev->takedamage ) { m_LastHitGroup = ptr->iHitgroup; switch ( ptr->iHitgroup ) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: break; case HITGROUP_CHEST: break; case HITGROUP_STOMACH: break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: break; default: break; } SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { static int tracerCount; int tracer; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for (ULONG iShot = 1; iShot <= cShots; iShot++) { // get circular gaussian spread float x, y, z; do { x = RANDOM_FLOAT(-0.5,0.5) + 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); 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; } // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if ( iDamage ) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } else switch(iBulletType) { default: case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (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 ( CBaseEntity *pPlayerItem,ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand, int penetration_type ) { CWasteWeapon *pWeapon = (CWasteWeapon*)pPlayerItem; static int tracerCount; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; float x, y, z; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; int iWallThickness = 0; int iMaxThickness = 0; float fFalloffRate = 0; int iWallLimit = MAX_WALLCOUNT; // Penetration values switch(penetration_type) { case P_BERETTA: iWallThickness = MAX_THICKNESS_BERETTA; fFalloffRate = FALLOFF_BERETTA; break; case P_COLT: iWallThickness = MAX_THICKNESS_COLT; fFalloffRate = FALLOFF_COLT; break; case P_RUGER: iWallThickness = MAX_THICKNESS_RUGER; fFalloffRate = FALLOFF_RUGER; break; case P_DEAGLE: iWallThickness = MAX_THICKNESS_DEAGLE; fFalloffRate = FALLOFF_DEAGLE; break; case P_HANDCANNON: iWallThickness = MAX_THICKNESS_HANDCANNON; fFalloffRate = FALLOFF_HANDCANNON; break; case P_WINCHESTER: iWallThickness = MAX_THICKNESS_WINCHESTER; fFalloffRate = FALLOFF_WINCHESTER; break; case P_SMG9: iWallThickness = MAX_THICKNESS_SMG9; fFalloffRate = FALLOFF_SMG9; break; case P_FNFAL: iWallThickness = MAX_THICKNESS_FNFAL; fFalloffRate = FALLOFF_FNFAL; break; case P_TOMMYGUN: iWallThickness = MAX_THICKNESS_TOMMYGUN; fFalloffRate = FALLOFF_TOMMYGUN; break; case P_G11: iWallThickness = MAX_THICKNESS_G11; fFalloffRate = FALLOFF_G11; break; case P_BOLTRIFLE: iWallThickness = MAX_THICKNESS_BOLTRIFLE; fFalloffRate = FALLOFF_BOLTRIFLE; break; case P_STEN: iWallThickness = MAX_THICKNESS_STEN; fFalloffRate = FALLOFF_STEN; break; } iMaxThickness = iWallThickness; // Prevent divide by zero if( iMaxThickness == 0 ) iMaxThickness = 1; do { 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 vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr); // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); // reset vuser2 pEntity->pev->vuser2.y = 0; if ( iDamage ) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot( &tr, iBulletType ); } else switch(iBulletType) { // Standard default: case BULLET_9MMP: case BULLET_10MM: case BULLET_SLUG: case BULLET_9MM: case BULLET_45ACP: pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET), vecDir, &tr, DMG_BULLET,iWallThickness/iMaxThickness); break; // Concussive case BULLET_50AE: case BULLET_454CASULL: case BULLET_556MM: pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BULLET_CONC,iWallThickness/iMaxThickness); break; // Buckshot case BULLET_20GAUGE: case BULLET_12GAUGE: pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BUCKSHOT), vecDir, &tr, DMG_BUCKSHOT); break; // Standard but no distance drop off case BULLET_762MM: case BULLET_47MM: pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BULLET,iWallThickness/iMaxThickness); break; case BULLET_10GAUGE: pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BUCKSHOT,iWallThickness/iMaxThickness); break; case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); } break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); #if 0 MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); WRITE_BYTE( 10 ); WRITE_BYTE( 128 ); WRITE_BYTE( 5 ); WRITE_BYTE( 0 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 0 ); WRITE_BYTE( 255 ); WRITE_BYTE( 10 ); MESSAGE_END(); #endif // If we have wall penetration, use it. if(iWallThickness) { TraceResult new_tr; TraceResult backtrack_tr; // For exit decals Vector wall_begin = tr.vecEndPos; Vector wall_end; UTIL_TraceLine(tr.vecEndPos + vecDir * iWallThickness,vecEnd,ignore_monsters,ENT(pev),&new_tr); if(new_tr.flFraction == 1.0) iWallThickness = 0; else { // Get exit hole UTIL_TraceLine(new_tr.vecEndPos,tr.vecEndPos,ignore_monsters,ENT(pev),&backtrack_tr); if(backtrack_tr.flFraction != 1.0) { TEXTURETYPE_PlaySound(&backtrack_tr,vecSrc,backtrack_tr.vecEndPos,iBulletType); // Only subtract from wall if it is from BSP (hard target) if(backtrack_tr.pHit != NULL && VARS(backtrack_tr.pHit)->solid == SOLID_BSP) { wall_end = wall_begin - backtrack_tr.vecEndPos; iWallThickness -= (int)(wall_end.Length() * fFalloffRate); } // Trace ahead to get next wall. vecSrc = backtrack_tr.vecEndPos; } else iWallThickness = 0; // No more place to go! } } } ApplyMultiDamage(pev, pevAttacker); }while(iWallThickness && iWallLimit--); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); } void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if (BloodColor() == DONT_BLEED) return; if (flDamage == 0) return; if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR))) return; // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; float flNoise; int cCount; int i; /* if ( !IsAlive() ) { // dealing with a dead monster. if ( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; } else { pev->max_health--; } } */ if (flDamage < 10) { 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() ); } } }