/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ int iTotalPenetrations; /* ================= TraceAttack_FireSingle Fires a single shot that can penetrate some materials ================= */ void TraceAttack_FireSingle( vector vPos, vector vAngle ) { static void TraceAttack_Penetrate( vector vPos, vector vAngle ) { if ( iTotalPenetrations > 0 ) { return; } TraceAttack_FireSingle( vPos, vAngle ); iTotalPenetrations = 1; } traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_HITMODEL, self); if (trace_fraction != 1.0) { if ( trace_ent.takedamage == DAMAGE_YES ) { Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE ); } if ( trace_ent.iBleeds == TRUE ) { Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal ); } else { string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) ); switch( (float)hash_get( hashMaterials, sTexture ) ) { case 'G': case 'V': Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal ); break; case 'M': case 'P': Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal ); break; case 'D': case 'W': Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal ); break; case 'Y': Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal ); break; case 'N': Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal ); break; case 'T': default: Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal ); break; } //TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle ); } } } void TraceAttack_FireSingleLagged( vector vPos, vector vAngle ) { static void TraceAttack_Penetrate( vector vPos, vector vAngle ) { if ( iTotalPenetrations > 0 ) { return; } TraceAttack_FireSingle( vPos, vAngle ); iTotalPenetrations = 1; } traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_LAGGED | MOVE_HITMODEL, self); if (trace_fraction != 1.0) { if ( trace_ent.takedamage == DAMAGE_YES ) { Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE ); } if ( trace_ent.iBleeds == TRUE ) { Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal ); } else { string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) ); switch( (float)hash_get( hashMaterials, sTexture ) ) { case 'G': case 'V': Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal ); TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle ); break; case 'M': case 'P': Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal ); break; case 'D': case 'W': Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal ); TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle ); break; case 'Y': Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal ); break; case 'N': Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal ); TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle ); break; case 'T': default: Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal ); break; } } } } /* ================= TraceAttack_FireBullets Fire a given amount of shots ================= */ void TraceAttack_FireBullets( int iShots, vector vPos ) { vector vDir; makevectors(self.v_angle); while ( iShots > 0 ) { iTotalPenetrations = 0; vDir = aim( self, 100000 ) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up; TraceAttack_FireSingle( vPos, vDir ); TraceAttack_FireSingleLagged( vPos, vDir ); iShots--; } dprint( sprintf( "[DEBUG] ACCURACY: %f, %d %d %d\n", self.fAccuracy, vDir_x, vDir_y, vDir_z )); }