nuclide/Source/server/traceattack.c
Marco Hladik 5055d92c5b Merging the Xylemon's changes to Scientist Hunt that got sent via a patch. Thanks Xylemon!
Also changed the way game-init works. Still gotta rename the Game_Worldspawn to reflect what it actually does now.
TODO: Add a Game_InitEnts alongside Game_Init?
2019-03-06 14:11:23 +01:00

92 lines
2.5 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
int iTotalPenetrations;
void TraceAttack_FireSingle(vector vPos, vector vAngle, int iDamage)
{
/*static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
if (iTotalPenetrations > 0) {
return;
}
TraceAttack_FireSingle(vPos, vAngle, iDamage);
iTotalPenetrations = 1;
}*/
#ifdef CSTRIKE
traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_LAGGED | MOVE_HITMODEL, self);
#else
traceline(vPos, vPos + (vAngle * 8196), MOVE_LAGGED | MOVE_HITMODEL, self);
#endif
if (trace_fraction != 1.0) {
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, self, iDamage, trace_endpos, FALSE);
/*if (trace_ent.health <= 0 && trace_ent.iBleeds == TRUE) {
makevectors(self.v_angle);
trace_ent.movetype = MOVETYPE_BOUNCE;
trace_ent.velocity = (v_forward * (150 * iDamage)) + [0,0,100 * iDamage];
}*/
}
if (trace_ent.iBleeds != TRUE) {
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, int iDamage, vector vecAccuracy)
{
vector vDir;
makevectors(self.v_angle);
while (iShots > 0) {
iTotalPenetrations = 0;
vDir = aim(self, 100000) + Math_CRandom()*vecAccuracy[0]*v_right + Math_CRandom()*vecAccuracy[1]*v_up;
TraceAttack_FireSingle(vPos, vDir, iDamage);
iShots--;
}
}